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7th Sea Second Edition
by Chris Barter
7th Sea written by Jennifer Wick, John Wick, and Kevin Wilson
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Table of Contents
Introduction 3
Nations of Theah 4
Secret Societies of Theah 8
Core Mechanics 12
Combat Mechanics 28
Monsters 36
Mass Combat 52
Naval Systems and Combat 57
Character Creation 61
Advantages 64
Skills and Knacks 81
Schools 92
Sorcery 131
Appendix: Equipment 159
Appendix: Character Sheet 161
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Introduction
This has been a long time coming. The intent of this update is to apply the many house rules
that others and I have developed over many years, but to also move beyond the surface and take a close
look at balance in the 7th Sea system. 7th Sea is a game that has easily the best NPC and plot writing in
the business, and the fundamentals of the mechanics are as fun as they are dynamic. Running or
playing in a game is always fun and rewarding, despite the game’s flaws.
The flaws, though, several of us eventually decided, were not as irrevocable as they seemed.
This revision started many years ago, over the course of many games, with GMs applying house rule
after house rule in an attempt to simply smooth-over a system that had some rough patches. These
house rules were eventually taken for granted and have become part of the fabric of the game as much
as Brute Squads and Reputation.
Then came grappling with some of the more difficult, deeper-set issues. For all its many merits,
7th
Sea is (and perhaps never was intended to be) not a game about balance, mechanically or
thematically. Theme we could take or leave, depending on how it manifested, but uneven mechanics
make for a tough game. If certain builds, skills, schools, and sorceries are simply better than the rest,
then homogeneity sets in. I cannot count how many times a player shied away from a school they were
otherwise really interested in, ultimately rejecting it because it was simply not worth the cost compared
to other schools. Likewise, I cannot count how many times players or GMs have used a handful of the
same schools, simply because they far outstrip 90% of the other schools, all of which cost the same
amount. Clearly, something had to change.
Major changes started in 2009 with the introduction of a handful of house rules that went far
beyond the quick-fixes of the past. Fundamental aspects of the game, such as Passive Defense, were
closely analyzed and an alternative was offered. It has been used in several campaigns successfully and
included here. The idea of these fixes was to approach balance in and out of combat, but none of these
revisions required rewriting any printed material other than the way things were calculated.
Finally, it was realized that, based on our positive results with those fixes, the system on a much
greater scale not only should be fixed, but could be fixed. The fundamentals would remain, as that is
the strength of the system, but the way in which the game was organized and balanced would change.
Mark Noyes and I set out to write sweeping changes to 7th
Sea in early 2010. What you have is the
result of these and earlier changes.
Thanks go out to Mark Noyes, Ben Noyes, and Adam Swenson for helping run the game over
the years. These folks and I have worked through many house rules and on-the-spot revisions. It is as
much a pleasure to work with this system as it is a challenge, as all of these people know well.
Thanks also goes out to all of the following: Aodhan Abbott, Greg Ballard, Matt Ballard, Trevor
Bean, Jeff Beck, Michael Belanger, Jason Bouchard, Jordan Brown, Jay Chadbourne, Miranda
Chadbourne, Joe Claudel, Glen Davenport, Dyana-Marie Dyke, Greg Gagnon, Nick Glencross, Zach
Hews, Tom Horne, Andy Kempton, Chun Lee, Nick Maloney, Jack Wagner, Heather Young. All of
these folks played alongside me and at least in that way contributed to this revision. I consulted past
and present players for ideas on this, and everyone had a little something to offer. Thanks again to Jay
for the excellent character sheet as well.
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Nations of Theah
7th
Sea takes place in a fantasy mirror of Renaissance Europe called Theah. Theah, technically,
is just the European analogues, but other regions exist outside of the typical scope of a 7th
Sea game.
These places represent the Caribbean (“Midnight Archipelago”), the near east (“Crescent Empire”) and
Asia (“Cathay”). 7th
Sea’s focus is on Europe, though, so these places tend to be outside interests,
threats, or objects of wonder and mystery.
Theah consists of eight nations, each with a direct correlation in our Europe. History is a bit
fuzzy in Theah, though. It is 1668 in Theah, and while this is a rough approximation of Earth’s year,
some of the nations are either behind or ahead of that. As we’ll see in the nation’s descriptions, some
nations exist in a state of many recognizable historical or folkloric periods simultaneously, so we
should not assume anything strictly based on the year 1668 alone.
I have provided some bare bones information about each nation here. If you would like more
information, I highly recommend finding copies of the 7th
Sea Nation Books. The only nation that does
not have first edition printed material is Aegeus, which I added some time ago. More detailed
information about Aegeus can be found in the Aegeus Nation Book, a separate document. For other
nations, find the appropriate nation book.
Aegeus
Earth equivalent: Poland, Romania, Greece, the Balkans
Aegeus is perhaps the most fractured Thean nation. The people speak a common language but
share little else, in terms of political philosophy, military outlook, culture, and economy. Some regions
are pastoral farmlands where communities have banded together in a unique fashion that confounds the
rest of Aegeus and startles the Eisen and Ussuran neighbors. In other corners of Aegeus, old ways of
philosophy are popular, either leading to militarism or to the development of proto-democratic ideals.
These ideas spread to other corners of Aegeus, where a cultural melting pot has begun to boil into the
beginning of true nationalism. Elsewhere, outside threats from Eisen and the Crescent Empire have
pushed the natives to extremes, and the people there have begun to reflect the stark foreboding of their
mountainous homeland.
Aegeus is a land of political flux, high-minded philosophy, and pastoralism contrasted against
stark, brutal landscapes.
Avalon
Earth equivalent: England, Scotland, Ireland
Avalon has only recently been united under it’s current ruler, Queen Elaine. She is the crowned
Queen of Avalon (England), but the King of the Highland Marches (Scotland) and Inismore (Ireland)
have bowed to her since she has returned with the Graal (the Holy Grail). The Graal is supposedly a
gift from the Sidhe, the “goodly folke” who live on the other side of reality and hold the islands of
Avalon and their people as their own pet project. The Sidhe are to be respected and feared, and there
are those within Elaine’s court that would betray her for her alliance with such creatures. Yet there is no
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denying the Sidhe’s influence on Avalon: the power of myths and legends run so deep in these islands
that they sometimes manifest in reality.
Avalon is a land of wonder and legend, wrapped up in the strange, alien, and fearful presence of
the Sidhe.
Castille
Earth equivalent: Spain, Portugal
Castille has a history of conflict with outsiders, from Vodacce to the Crescent Empire, but it is
currently deadlocked in a battle for its own existence with Montaigne. The heart of the Vaticine
(Catholic) Church has resided in Castille since the dark ages (it once rested in Numa, or Rome), but
when the late Heirophant (Pope) came at-odds with the King of Montaigne, the neighbors to the north
of Castilel launched a massive invasion into the heart of Castille. Since then, the western edge of
Castille has been occupied and the Castillian army and its people have been hanging on to what is left.
Luckily for them, the Castillian people are passionate and fiery and will never relent easily. Their deep-
rooted faith, their passion, and their strong leadership bind them together under their often
overwhelmed boy-king. All the while, though, the Council of Reason and it is Inquisition waits in the
wings to use the current crisis to seize more power.
Castille is a land of passion, faith, and fiery extremes.
Eisen
Earth equivalent: Germany, Switzerland, Austria
Eisen is a land that is geographically central to Theah and was once politically central as well.
Since the recent War of the Cross, which ended only years ago, the once-great Eisen has been
decimated and fractured. An Imperator no longer rules Eisen; instead, several Iron Princes rule the
various provinces of this stern, austere land. The land may be fallow and inhospitable, but the Eisen
people are proud and resilient, although many outside of Eisen see them as just as austere and
inhospitable as their land. The Eisen people have a long tradition of warfare and stern, military
tradition, and it shows in their customs, art, and culture. It is also the birthplace of Objectionism,
Theah’s own Protestant Reformation. This religious strife exacerbated the War of the Cross and
currently keeps Eisen fractured between Objectionist and Vaticine faiths. Perhaps most telling of Eisen,
though, is that there is no word in Eisen for “surrender.”
Eisen is a land of war, power, and stoicism.
Montaigne
Earth equivalent: France
Montaigne is currently the cultural center of Theah and serves as the breadbasket for at least
half of Theah. Its rolling fields are where countless peasants toil, bringing the bounty of the most
prosperous nation in Theah to its great cities. The cities are where the richest and most populous courts
of Theah are held, and all while a vast lower class struggle to find a living in the overcrowded,
sprawling urban landscape. L’Empereur, Louis XIV, has declared his nation to be a safe haven for
sorcerors of any ilk, and his spat with the Vaticine church has driven him to declare war on Castille to
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defend his policies. Further still, there are whispers of another invasion by Montaigne using an even
greater army, the likes of which the world has never seen. The depths of L’Empereur’s paranoia and
megalomania have yet to be found. Until something changes, the rich will get richer, the poor will get
poorer, and Montaigne's beautiful, terrible extremes will wreak havoc within and without the nation.
Montaigne is a land of decadence, desperation, and suspicion.
Ussura
Earth equivalent: Russia, Ukraine
Ussura is on the fringe of Theah, geographically, culturally, and politically. It is ruled by a
ruthless tyrant who is chosen seemingly a random by a mythical guardian known only as Matushka (or,
“Mother Ussura”). There is no standing army defending Ussura, nor has there ever been; Matushka
protects her chosen people like a jealous bear, wielding wind, snow, and the vast wilderness itself as a
weapon against anyone who would harm her children. Woe be to a Ussuran who strays from his
homeland, in body or in mind; Matushka is a furious protector but she also stifles her people. The
people of Ussura are known for the internalized depths of both their love and hate, their joys and their
sorrows. Anything worth doing in Ussura is worth doing a lot, perhaps too much. Still, there are rumors
of reform, or progress, and even of conspiracy. Ussuran politics and culture is often misunderstood as
simple or non-existent by outsiders, but Ussurans do not care. Their way is what it is, and it will be
what it will be, in spite of the conniving of the Eisen or the Montaigne or the Aegeans.
Ussura is a land of wilderness, ferocity, and the exotic.
Vendel / Vesten
Earth equivalent: Denmark, Netherlands, Scandanavia
Vendel was once commonly called Vestamannavanjar. In about half of the nation, it still is. This
nation is divided amidst a bitter civil war. The Vendel (Denmark and the Netherlands, in Europe)
represent a modern way of thinking and progress form the old ways to the new. Predominantly
Objectionist, Vendel is on the brink of a scientific renaissance, far from the dangers of the Vaticine
Inquisition. The powerful merchant fleet they have assembled behind their Merchant Guild League has
also made Vendel rival Vodacce as one of Theah’s economic powerhouses. The Vestamannavanjar
(Vesten, for short), though, still follow the old ways: they worship their ancestors, seek power and
guidance from runes, and divide their own culture into a caste system of noble and slaves. The Vendel,
though, have begun buying up their land, forcing them away, and forcibly converting the traditionalist
Vesten ot modern faith and ideas. The Vesten, though, are historically aggressive and employ some
brutal customs and a caste system that makes Ussura’s tyrannical power structure look downright
civilized. Neither side is a clear instigator, and neither side is perfectly in the right, so they will engage
in their bloody, bitter civil war until one side wins out. So far, the Vendel have the advantage, but only
time will tell if the old ways are truer.
Vendel / Vesten is a land of bitter civil war, with tradition and progress working in a precarious
balance.
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Vodacce
Earth equivalent: Italy
Vodacce is a spider’s web of intrigue, conspiracy, and politicking. It is ruled by six merchant
princes, who claim the birthright to ancient stores of wealth, influence, and fleets of ships. These
princes play what they call “The Great Game,” a Machiavellian political game where the stakes are life,
death, and absolute power over this nation that is economically central to the rest of Theah. Theah’s
richest man is one of these merchant princes, but yet another is Theah’s most cruel and ruthless man.
This is a place where no one is exactly who they seem, and the demure wives of powerful nobles can
kill with a thought. Because the Fate Witches of Vodacce are so potentially dangerous, each noble must
must marry one (or be one) to survive the Great Game. Being without the services of such a person
would be like playing checkers on a board where your opponent is playing chess. The fate witches’
power impedes them, though; the men of Vodacce mistrust them and fear them to the extent that
Vodacce in general is a startlingly sexist place, where women are second class citizens and sorcerous
women are treated worse yet. There is an upwelling of change, though. It is silent still, and will remain
so for some time, but there are women and men working to change the Great Game, the role of women
in Vodacce, and Vodacce itself. Any change, though, will happen as per the Great Game: in secret, and
at great cost and cunning.
Vodacce is a land of conspiracy, intrigue, and power-politics.
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Secret Societies of Theah
7th Sea's Theah (and elsewhere) also mirrors some of Earth's stranger histories, both real and
imagined. Legends of the Knights Templar, Libertines, and the Illuminati have inspired a lot of myths,
folktales, and scholarship in our own world. In 7th Sea, there are clandestine groups working toward
carefully-guarded agendas. Character may or may not be part of one of these groups, and affiliation
with one of these groups is often more important to the character than nation or backgrounds. This is
not always the case, though, and most characters are not secret society-affiliated.
Some of these societies are not secret in how they are known but are in what they know and
what they do behind closed doors. Most, though, are truly and utterly secret, and most of them are very
old. Like with the nations, a very brief description of each society has been provided here, but I
strongly encourage finding the society books for anyone interested in playing a particular society here.
Like with the nations of Theah and the Nation Books published, there is a Secret Society Book for each
society listed herein. A WARNING: It is best to refrain from reading any society book you do not
intend to use for a character. Consider most if not all of the contents of each society book the “trade
secrets” of that society, so characters outside that society will not know anything therein. Even the
information here, unless stated otherwise, is unknown by the general populace and is given here just so
that you, the player, have a general idea of the secret societies for the purpose of character concepts.
Each society description has information in normal typeface for what is public knowledge about
the society. Information in italics is considered secret and is not known to anyone outside of the society.
If you are interested in any of the following, see the membership advantages later in this text, but bear
in mind: a character may only have one secret society.
Die Kreuzritter
Die Kreuzritter was a knightly order that perished to a man in 1411. In their time, they were
respected for their charity, their faith, and their commitment to the Vaticine Church. But on a rain-
soaked battlefield in 1411, over 250 years ago, outnumbered 10-to-1, they stood their ground and were
wiped out to the last in a valiant battle for the soul of Eisen.
Die Kreuzritter is the black hand of the Vaticine Church. They do not heed the Heirophant's
words blindly, though. Tales tell of a ruthless Heirophant of the past trying to use Die Kreuzritter to
move against the Imperator of Eisen, only to have the Grandmaster of the order literally turn his back
on the Heirophant as the Heirophant's own guards held his grace at arms. This chilling story is passed
on in secret, a reminder of who may really be in charge. Nevertheless, there is currently no Heirophant,
so Die Kreuzritter occupies itself with their real purpose: hunting dangerous creatures from beyond the
void and keeping Theah safe from their corrosive plots, whatever they may be.
Explorer's Society
The Explorer's Society is a gentleman and gentlewoman's club of great prestige. Members tend
to be idle rich, mostly nobles but some very successful merchants, who have turned to exploring the
lost, strange corners of the world. Some members do it for the sake of discovery, some for profit, but
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most do it for the thrill of it. Many pirates and navies have made the mistake of underestimating them
at sea, though; foolish members of this society are quickly killed, lost, or urged to quit. Any who
remain are very adept at sea and at exploration, and their adventures often drive at the vanguard of
national exploration and colonization of faraway lands.
The Explorer's Society is, or at least was, exactly what it seems to be, but what they eventually
found changed them forever. Fringe or part-time members do not even know what the society stows in
their ships and storehouses. In their adventures, the Explorer's Society have found more Syrneth
Artifacts than any one group has ever done before. These artifacts are remnants from a lost civilization
and are only vaguely known of by the general population, but their buying, selling, trade, and use is
banned by the far-reaching Vaticine Church. Even the Orthodox Church of Aegeus and Ussura agrees
on this. Crescents seem reluctant to dig around for them, too. These artifacts are unpredictable, often
dangerous, and sometimes fueled by human blood or other unsavory means. The Explorer's Society,
though, thinks it has begun to unravel the mysteries of their origin, and they think they can truly
harness the power.
Invisible College
There is no such thing as the Invisible College. Vaticine and Orthodox Universities of Castille,
Thalassaxira, Vendel, and elsewhere are where you find higher learning, of course.
The Invisible College is a secret network of scholars of every ilk who are working at the
forefront of their crafts. There is no formal hierarchy, as the organization exists only enough to share
findings and not enough to draw out the Inquisition. When the Inquisition does find a scholar studying
heretical materials or publishing blasphemous works, the Invisible College does what it can to protect
the scholar, or at least her works. Collegians tend to be working within existing universities, but work
shared through the College can work outside of the Council of Reason's watchful eye. They work on the
Five Mysteries: Philosophy and the Arts, Physical Science, Applied Science, Biology and Taxonomy,
and Alchemy. At their best, the Invisible College is advancing enlightenment and the potential of all
Theah; at their worst, they are meddling in dangerous arts best left alone.
Los Vagos
El Vago, “The Vagrant,” is a dangerous criminal, or so says the Inquisition. It seems like
whenever the Inquisition is going to put someone to the stake, El Vago shows up and saves the day
(especially if it's a pretty girl!) He saves regular townsfolk from other criminals, monsters, and the
Inquisition alike. Some even say he's been seen in the palace saving the boy king from assassins...
several times. Even so, he's dangerous and unpredictable. He's a criminal, a vigilante that can't be
condoned...but he's just so suave!
Los Vagos is the collective responsible for El Vago. It is believed, as indeed this was once the
case, that El Vago is one man (or woman, perhaps?). The founder, though, found it necessary to get
help, and thus Los Vagos was born. The stated mission of this Zorro-like figure is to protect Castille
and her king from harm, which means thwarting the Montaigne invaders at every turn. El Vago seems
to have it out for the Inquisition, too, for reasons yet unknown. The public openly “disapproves” of El
Vago because he is a vigilante, but Los Vagos is aware of (and coordinates) sympathizers all over
Castille and even in other nations. Anywhere the Inquisition threatens anyone, El Vago may show up
and dole out real justice, but it just a matter of time before someone unmasks a Vago.
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Novum Ordus Mundi
Novum Ordus Mundi does not exist.
As far as I'm telling you, Novum Ordus Mundi truly does not exist. This rabbit hole, if it did
indeed exist (which it doesn't), goes too far down for PCs. This society, hypothetically of course, is
NPC-only. That's all you need to know about a society that doesn't exist.
Rilascaire
The Rilascaire do not exist.
The Rilascaire are a very clandestine network of political renegades committed to the downfall
of both nobility and the sorcery so used by Theah’s nobility. In the present, they are street corner
ranters, pamphleteers, pranksters, spies, subversive philosophers, and terrorists. A Rilascaire agent
may care more about sorcery or more about nobility, but the organization as a whole cares deeply
about both and is dedicated against them both. While their present incarnations do not indicate it, this
organization is ancient and is perhaps the oldest secret society in Theah. It was founded by three
servants of Old Numa (Rome) who witnessed something amongst the ruling senators that shocked them
enough that their ideological descendants continue their work to this day. As the years went on,
factions developed and their role shifted with the years, but they have always been highly secretive.
They work from the safety of their secrecy, holding secret courts to judge noble which would refuse to
be present for such a proceeding. Rilascaire agents carry out the terms of these courts, but they do not
tend to act without due course. In the past, they have been very successful, even wiping out a whole line
of sorcerous blood...
Rose and Cross
The Knights of the Rose and Cross are do-gooders of the highest (and perhaps most
sanctimonious) order. They work tirelessly to defend the defenseless, patrol dark streets in the most
dangerous boroughs, and show Theah what mankind is capable of at its best. It is an independent
knightly order that has no national affiliation. In some places, they are welcomed by the people who
need their help (or those willing to buy their help), and in other places their independence is seen as
suspicious, even threatening.
The current order is actually relatively new, the name only borrowed from two older orders that
have come and gone. Their older, forgotten history is sordid and labyrinthine, and only the most loyal
of members learns these secrets. In the present, though, the most important thing is this: The Rose and
Cross hold the true secret of the Third Prophet. The Third Prophet’s message, as the Rose and Cross
understand it, is that humanity is capable of its own magic, aside and free from sorcery as it is
commonly understood. Supposedly, human willpower alone is enough to enact the greatest magic
Theah has never seen. The Rose and Cross hold this secret and put it to subtle use daily, in the hopes
that they may lead by example without overtly incurring the wrath of the Inquisition that wiped out the
precursors to their order so many years ago.
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Sophia's Daughters
The Sophia’s Daughters do not exist.
The Sophia’s Daughters are a very secretive order of women committed to occult studies and the
protection and advancement of women in Theah. While Theah is much more egalitarian than Earth’s
Europe of 1668, there are places where women are not equals, not respected, or even outright
mistreated. The Daughters protect each other and the unknowing women of Theah from any threat that
may harm their free will, but they do so in many ways. Some are scholars, committed to advancing
women in society via higher learning. Some are the shields and spears of the working or noble class
women of a region, serving as silent guardians of those in need. Some study the occult and the Sidhe
connection that the Daughters all share to better understand the future and the Daughters’ place in it.
The ways of the Daughters is complex and subtle, but their goal is no less than the absolute equality
and safety of all the women of Theah. Their Sometimes, though, their dabbling in the occult and the
Sidhe leads them to varied, ancillary motives.
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Core Mechanics
Traits
There are five traits that contribute to characters in 7th
Sea. Every character has at least one dot
in all five of these. The traits are as follows:
Brawn: This is a measure of strength and physical toughness. Brawn helps characters hit harder,
run faster, jump higher, and shrug off minor physical blows.
Finesse: This is a measure of agility, flexibility, fine manual dexterity, and physical grace.
Finesse helps characters hit more often, move more smoothly, and perform any physical feat
that is not pure strength.
Wits: This is a measure of the power and speed of thought. Wits helps characters understand
academic studies, ponder mysteries, and determines the speed of thought to get out of the way
of danger.
Resolve: This is a measure of physical and mental resilience and willpower. Resolve helps
characters resist coercion, toxins, and fatigue. It gives the character more tolerance for major
physical damage. Resolve is also used for any sustained action in lieu of whatever trait is called
for in an instantaneous action.
Panache: This is a measure of presence, personality, expression, and social graces. Panache
helps characters get along in nearly any social situation and grants the character more
opportunities to act in combat.
In humans, traits range from 1 to 5 dots, but some advantages and other things may allow
characters to exceed 5. The scale for these dots is as follows:
1 dot: The character is significantly hindered in the trait. He may be noodly (Brawn 1), clumsy
(Finesse 1), dumb (Wits 1), cowardly (Resolve 1), or oafish (Panache 1). There are many ways
to interpret this, but in general a 1 in a trait is significantly bad.
2 dots: The character is average in the trait. Most unnamed, unimportant NPCs can be assumed
to have 2’s in most of their traits, if not all of them.
3 dots: The character is slightly above average in the trait. Oftentimes, character will reach this
level in a trait simply by working often with the given trait. For example, a blacksmith likely
has 3 Brawn from all of the heavy lifting and hammering he does on a daily basis.
4 dots: The character is notably talented in the trait. At this level, the character is likely capable
of feats (assuming they are skilled and not improvised) that are nigh impossible to the general
populace.
5 dots: The character is at the peak of human potential in the trait. Such characters can be world-
renowned for such a trait, as they are easily capable of feats that challenge even those at 4 dots
in the trait.
6+ dots: The character is superhumanly capable in the trait. Some animals and monsters have
traits in excess of 5, as their potential naturally outstrips humans in some aspect. Even some
people, though, find secrets and can attain 6 dots in a trait through great diligence (and XP
expenditure).
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Skills and Knacks
Skills represent broad areas of knowledge for characters to explore. Skills are not rolled in
7th
Sea. Instead, they grant access to Knacks at the cost of XP. Think of Skills as categories or
professions under which specific tasks (Knacks) can be developed and used.
Knacks contribute to die pools alongside traits. Knacks are very specific tasks, such as
Research, Navigation, Fencing Attack, Fencing Parry, Etiquette, or Seduction. Skills often share
Knacks, but Knacks of the same name in different Skills are the same (and need not be increased
separately). For example: the “Appraise” Knack in the “Streetwise” Skill is the same as the “Appraise”
Knack in the “Merchant” Skill. Each Skill may have different reasons to learn how to appraise, but the
use of Appraise in both cases is functionally the same.
Knacks are either Basic Knacks or Advanced Knacks. Basic and Advanced Knacks are used the
same way (i.e. they add dice to die pools). The only difference is how they are bought. Basic Knacks
are cheaper, as they are more fundamental to the Skill they fall under. Advanced Knacks are more
specialized, non-essential, but potent Knacks that cost a bit more. If a Knack is Basic on one Skill that a
character has and Advanced in another, the character may buy the Knack at the Basic cost (see below
for more on XP).
Checks
7th Sea exclusively uses d10's (10-sided dice). It is somewhat unique in how they are used,
though. While it may resemble other systems that use many d10's, it is very different (but the system is
one of the best things about it!)
The basic formula for a die roll is this:
Check
(Knack + Trait) keep (Trait)
Let's look at what all of this means.
On the left side of the “equation” is the “unkept dice,” or the total die pool. This is how many
dice you will roll, but not necessarily how many you will keep toward meeting a Target Number.
Knacks are specific things your character is skilled at doing. Knacks are bought under
umbrellas, called Skills. Think of Skills more like professions and the Knacks that fall under them like
the individual tasks that profession calls for. So, Knack dots add to your unkept die pool.
Traits are the core of each character. There are only five: Brawn, Finesse, Wits, Resolve, and
Panache. They also add to die pools, like Knack dots. So, this is similar to most games that use an
“attribute + skill” means to build the die pool.
Kept dice are almost always determined by your Trait. This is how many dice of the (Knack +
Trait) that you can actually use to meet the Target Number of the task at hand. So, Trait dots are more
valuable than Knack dots (but they are proportionately more expensive in XP).
So, what does this all add up to? When you make a check, you are checking against a “Target
Number,” or TN (as it will be referred to hereafter in the text). TN is a measure of the difficulty of the
task, typically in increments of 5. Jumping over a stack of matchboxes is TN 5. Jumping across a 10-
foot-wide chasm while under musket fire is more like 30. The goal is to add up all the dice from your
die pool that you can keep (usually using the highest ones) to meet or beat that TN. Brawn + Leaping
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would usually be called for in the aforementioned example. If you meet or beat TN 30, you can get
over that chasm. If not, well, let’s just say 7th
Sea might still have plans for you. We’ll get to the
metaphysics of the system later.
The scale for Target Numbers is as follows:
TN 5 = Automatic. Such an easy task is normally not rolled, but a GM may sometimes decide
that it is necessary.
TN 10 = Very easy. This is the TN for easy checks that still require a roll. Most characters, even
unskilled ones, can hit this TN more often than not, but they may sometimes fail.
TN 15 = Average. This is the TN for challenging checks. The task is likely to be easy for a
skilled character, but it will take luck or exceptional traits for an unskilled character to pass.
TN 20 = Slightly difficult. This is the TN for skillful challenge. Even a skilled character may
fall short unless they have luck or more than novice skill (more than 1 or 2 dots in the knack).
TN 25 = Difficult. This is a significantly difficult task, but still within somewhat normal
conditions. These checks are not as common as those above, but they are not rare, either. They
significantly challenge skilled characters and usually shut out unskilled characters completely.
TN 30 = Strenuous. This is a task so difficult that it takes a combination of skill and above-
average traits to accomplish more than 50% of the time.
TN 35 = Grueling. This is a task that can significantly challenge characters that are both skilled
and gifted (in traits). Even such characters may not be able to count on hitting this TN with any
regularity.
TN 40+ = Heroic. This is the TN of legendary feats of action, skill and bravery. While
characters may luck into such numbers against lower TNs, when a challenge actually requires
such a massive effort and a hero still succeeds, something significant to plot or character is
bound to happen (and a Drama Die is likely to be awarded).
For now, here's an example of a simple check:
Luc is on the deck of a ship when the GM calls for a roll: Wits + Perception. Luc’s Wits is 2 dots
and his Perception knack is 3 dots. So, he has (2 + 3)k(2). He will roll 5 dice (2 + 3) and keep only two
of them (his Wits, 2). The GM does not need to tell him the TN for this roll, but let’s say it is a typical
TN 15. The distance and environmental factors would influence a Perception roll. If it were darker or
raining, the TN would be higher. Luc rolls his five dice and gets: 9, 7, 5, 3, 3. He can only keep two of
these, so if he takes the 9 and the 7, he has succeeded (9 + 7 = 16, which meets or beats the TN of 15).
As long as a character has at least 1 dot in the Knack being used in the check and as long as the
character is not Crippled (see combat, below), all of the 10’s rolled in a die pool “explode.” In 7th
Sea,
this means rolling a new die to add to the 10. The original 10 adds to this new die and they count as one
(for the purposes of keeping dice). And, yes, 10’s rolled as the result of an exploding 10 continue to
explode, so it is theoretically possible to hit any TN if a character’s 10’s are allowed to explode (but
unskilled or crippled characters do not have this luxury). Exploding 10’s is how highly skilled
characters with lots of unkept dice but only a 2 or 3 in a trait can hit TNs of 20, 25, or even 30 or more
despite keeping only 2 or 3 dice.
Contested checks work the same as simple checks, but the TN is replaced by the opponent’s
own roll. If both characters are acting (in a sprint with Brawn + Sprinting, for example) and they tie,
then the action is settled in a tie. Drama escalates and another check may or may not be resolved, as
needed. If one character is acting and one is reacting (Finesse + Stealth vs. Wits + Perception, for
example), the reacting character is trying to meet or beat the actor’s TN. Therefore, reacting characters
win ties.
Unless otherwise stated, there is only one exception to traits determining the number of kept
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dice in a roll. Damage rolls are the exception: (Brawn + Weapon)k(Weapon). We’ll get to combat later,
too.
In most cases, a roll can still be attempted if a character lacks an appropriate Knack to perform
the action. For such a roll, the character is considered unskilled. Being unskilled not only deprives a
character of the extra unkept dice to roll for the check, but none of the character’s dice explode in an
unskilled check. For example:
Charles is trying to sneak past an Inquisition patrol. The GM calls for a Finesse + Stealth check
on his part, to be contested by the patrol’s Wits + Perception. Charles is unskilled in the Stealth Knack,
though. He just rolls his (Finesse)k(Finesse) and his 10’s will not explode. He has 3 Finesse and rolls
10, 6, 5. Normally, he could explode that 10 and get even more out of it, but because he is unskilled he
will keep all three as they stand for a total of 21. The guards get a 17, so he gets away with it, for the
time being.
Types of Modifiers
There are four ways rolls can be modified in 7th
Sea: TN, Raises, Die Penalties, and Static
Modifiers.
TN, above, is the difficulty of the action itself, regardless of any outside circumstances. A
five-foot leap is a lower TN than a fifteen-foot leap, for example.
Raises represent extra, voluntary effort on the part of a character. Adding a back flip to the
aforementioned leap, regardless of TN, would probably be two raises, for example.
Die Penalties impose penalties on the character based on conditions secondary to the task
itself. Doing the same leap while trying to stick your landing in the pitch dark would cost two unkept
dice, for example.
Static modifiers come from built-in boons or detriments to the task that can rarely be lost
or avoided, unlike raises or die penalties. These static modifiers are added or subtracted after a roll is
totaled. Many advantages grant static bonuses, and armor, while rare, is an example of a static penalty
(to damage checks).
GMs may use any of the above modifiers, in the given order, to build checks. Most checks just
use TNs, but raises, die penalties, and static modifiers can be added as the situations warrant.
Raises
Many knacks in 7th
Sea have options to take Raises. Raises are voluntary -5’s to the result of
rolls, but taking raises are sometimes required due to penalties or may even add benefits. This differs
from increased TN because raises tend to affect individual characters while TNs tend to be constant for
everyone involved. They are functionally the same: they both make it harder to succeed, but raises are
usually voluntary (such as in attack rolls; see below). Raises must be called before the roll is made.
Players can negotiate for added benefits at the cost of raises, if they are confident in their ability
to succeed.
For example:
Donnatella is trying to seduce a gentleman at court, but she is more interested in making
another woman jealous. The more attention she can attract, the better. She can roll against the
gentleman’s normal TN, which the GM knows to be 15, or she can take raises to her roll to seduce him
plus one more nearby gentleman for each raise, all at once. Donnatella’s player does not know the TN,
but she is confident enough in her 7k4 die pool that she decides to take 3 raises. Each of those raises
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will give her a -5 to her roll to hit 15, but if she succeeds she will seduce four men in one fell swoop.
She rolls: 10 (4), 9, 6, 6, 5, 4, 1. She keeps the 10+4, the 9, and the 6’s for a total of 35. Her 3 raises
reduces her total to 20, so the GM tells her that she succeeded (in fact, she could have taken one more
raise, but hindsight is 20/20, as they say). Donnatella attracts the attention of four men and riles up the
other woman a lot more and more quickly than she would have without the raises.
Die Pool Limit
No die pools in 7th
Sea ever exceed 10 dice. A roll that exceeds 10 dice begins counting up
more kept dice form the same pool of 10. If all 10 dice are kept and yet more are to be added (a very
rare occurrence), a +10 is added to the resulting roll for each die in excess of 10k10. For example:
Ilya is attacking with an axe. In his hands, the axe deals (Brawn)+4k3. Ilya is Large (as per the
advantage) and he is using the Lunge knack to attack, which grants another +2k0. His die pool ends up
being: 4 (Brawn) + 4 (weapon) + 1 (large) + 2 (Lunge) k3. His total unkept dice are 4+4+1+2=11,
though. Since he cannot roll 11k3, his excess 1 unkept die rolls over to an extra kept die, making his
damage roll 10k4.
Die Penalties Some mechanics call for characters to lose dice from a die pool. These penalties can cost kept
dice and unkept dice.
If kept dice are lost, the same number of unkept dice are rolled but a specified number of kept
dice less are kept. For example:
Johan is poisoned and must run from some Inquisitors. The poison is potent and mechanically
costs him -1 kept die to all physical actions. He is asked to make a Brawn + Sprinting check to run
from the Inquisitors. He has 3 Brawn and 2 Sprinting, so normally his check is 5k3. The poison reduces
the kept side of his check but not the unkept side, so he is rolling 5k2.
If unkept dice are lost, the same number of dice are kept but a specificed number of unkept dice
are lost first. If this penalty reduces the unkept dice below what would be kept, then kept dice are lost.
For example:
Kira and Leonard are trapped in a room that suddenly fills with knock out gas. The gas
immediately affects them for -2 unkept dice on all actions, but it will knock them out in under a minute
if they don’t find a way out. The GM asks them both to make Wits + Perception checks to find a way
out. Kira has 3 Wits and 1 Perception: 4k3. Leonard has only 1 Wits but 3 Perception: 4k1. When Kira
loses 2 unkept dice, she only has 1 unkept die above her kept dice, so goes down down to 3k3 and then
to 2k2 for the second lost die (since she has no more unkept dice above kept dice when she is down to
3k3). Leonard has 4k1, so he has plenty to spare and goes down to 2k1 to make the check to find the
exit.
Trait-0
It is not normally possible for a character to have 0 in any trait, so it is likewise not normally
possible for a character to have “xk0” for a check. With at least 1 in all traits, a character should always
be keeping at least 1 die.
With the above rules about penalties, however, sometimes an effective trait can be reduced to 0
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for the purposes of making a check. What if Leonard, from the above example, had only 1 dot in
Perception? He would have 2k1 before the -2 unkept die penalty. The first lost die brings him to 1k1,
but what of the second? Following the rules above, he would be reduced to 0k0.
If a character is reduced to 0 kept dice for any roll, it is called “Trait-0.” Trait-0 checks,
regardless of how many unkept dice are rolled, are still possible, but without the help of Drama Dice
(see below), they are nearly impossible to succeed at anything more than rudimentary.
Trait-0 checks keep one die, the only difference being that a 10 rolled on a Trait-0 check is
really a 0 (typically, 10-sided dice have a 0 to indicate a 10. Here it is treated literally). A 0 does not
explode. If more than one die are being rolled (but not kept), then the player may choose the highest,
but the highest will be no higher than a 9.
So, in the above example about Leonard, if he has only 2k1 for Wits + Perception and loses 2
unkept dice, he is reduced to 0k0 and rolls one die and hopes for something high that he can add to a
Drama Die, perhaps. Say he lost 1 kept die instead. This would leave him at 2k0. He rolls two dice and
chooses the highest.
Drama Dice
Drama Dice are an expendable resource for both players and the GM to use as a fail-safe
for difficult rolls, or to give a character the extra moxie she needs to succeed at an otherwise difficult
or impossible check.
Drama Dice may be spent by the PCs or the GM a few different ways:
A Drama Die may be spent to add 1 kept die to a roll after the roll is made and after the
GM announces (but has not yet described) the result as “pass” or “fail.”
A Drama Die may be spent to add 1 kept die to a roll before the roll is made, and 10’s in
that die pool will explode regardless of the character being unskilled or crippled. Furthermore,
whether the character is crippled or not, this Drama Die (and only the Drama Die, not the rest of
the die pool) may be rerolled once if it comes up as a 3 or less but only if the Drama Die is
spent before the roll is made. The second roll must be kept if the Drama Die is rerolled.
A Drama Die may be spent to activate a character’s Hubris. Hubrises are fatal flaws that
any great hero or villain carries. PCs spend Drama Dice to activate villain Hubrises, and the
GM spends Drama Dice to activate PC Hubrises. The GM ought to know the PCs’ Hubrises, but
even PCs who do not know villain Hubrises can still activate them. It is riskier to activate a
hubris blind, though, and there are ways of mechanically discovering a villain’s hubris.
A Drama Die may be spent to take one action after a character would otherwise be
knocked out (see combat, below). This means one check, in or out of combat, but it may be any
action that takes no more than a few moments to perform (i.e. no Resolve + Knack long-term
checks).
A Drama Die may be spent to prevent character death once per game. It is ultimately up to
the GM how this narrow escape occurs, but it does occur nonetheless. The character may still
end up in prison or worse after the fact, but the Drama Die buys them some time. Typically, this
prevents a character’s death by one cause for one scene. If the character can still die by some
other cause or hand during the scene, and the same cause or hand can kill them in the next
scene. Often, this is used to contrive both PC and NPC survival for the sake or drama and story,
and should be used to preserve the drama of the game.
Here is an example of uses of a Drama Die:
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First use: Erick is trying to quickly find information in a university library. He rolls Wits +
Research, which for him is 4k2. He rolls 6, 5, 5, 2. He takes the two highest, but the GM tells
him his 11 is not enough to succeed. The GM still doesn't need to tell him what the TN was, but
Erick's player decides it might be 15 so it is worth the risk of a Drama Die. He spends a Drama
Die and rolls another die, which turns out to be a 5. He adds the 5 to the 11 he already has, so
he know has a 16, which the GM tells him is enough to succeed.
Second use: Kira is trying to lie to a guard about why she is sneaking around some manor
grounds. The GM asks for Panache + Sincerity to lie to the guard, but she does not have any
dots in the Sincerity Knack, so she is unskilled. She would normally just roll Panache k
Panache, 3k3 for her, but her player decides that this is important enough that she can't fail.
She spends a Drama Die before rolling to roll and keep one more die, and all of her dice will
explode as well, which they wouldn't normally because she is unskilled. She rolls 10, 4, 3, and
her Drama Die is a 2. Because she spent ahead of time, her Drama Die may be rerolled (as it
came up a 3 or less). Her other 3 cannot be rerolled because it is a normal die. She rerolls the
Drama Die and it turns out to be a 5. She explodes the 10 to make it a total of an 18, so now she
has: 18, 4, 3, 5; 30, all told. Not bad on a roll that is normally 3k3.
Third use: Milos is running from his nemesis, one of l’Empereur’s personal guard. He runs into
a dark alley but the guards follow. Milos can hear a crowd of beggars gathered just around the
corner and he knows his nemesis is a coward (i.e. he has the “cowardly” hubris). When the
guards corner him and the nemesis steps forward, Milos says that he is not alone and the
guards just walked into a trap. He gestures to the unseen beggars around the corner and his
player spends a Drama Die to activate the nemesis’ cowardice. The villain, gripped by his
hubris, then decides to pull back and let Milos go for now rather than take his chances on the
bluff.
Fourth use: Alana is brawling with a rival sailor that made one too made lewd comments
toward her. She is fighting for her pride, so she is determined to get the last word – or punch. A
string of bad luck leaves her on her last legs, though, and she is staggering having reached a
point of being knocked out. As the sailor turns to accept congratulations from his crew, her
player spends a Drama Die to be able to take one action before being knocked out. Alana
catches the creep with a sucker punch before falling to the ground herself. Whether or not this
last punch knocked him out, she got the last word.
Fifth use: Bernardo is exploring some Syrneth ruins can finds a chasm he must cross. He
decides to swing across using his whip, but he fails the check badly. The fall deals him enough
damage to knock him out, but there is a ruin monster waiting at the bottom of the chasm, too.
Alone and already incapacitated, Bernardo is no match for the monster and all the monster
needs to do is take one action to kill the hero. When it does so, the player spends a Drama Die
to prevent the character’s death. The GM has to contrive some way to prevent the ruin monster
form killing Bernardo in this scene, so it is suddenly chased off by a loud boom. Moments later,
in Bernardo’s fading consciousness, he sees a small Exporer’s Society expedition that has just
blasted open a wall of the place. What they do with him now is up to how helpful or ruthless
they are, but it’s better odds than the ruin monster.
Players start each game with 2 Drama Dice. The GM starts the game with 1 Drama Die for
each player + additional drama dice equal to the highest trait amongst the PCs. More may be gained by
extraordinary feats of heroism, but for the most part smaller, more regular acts of heroism contribute to
getting more Drama Dice via Karma.
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Hubris
Hubris is a hero’s fatal flaw. All great heroes have one, and 7th
Sea characters are no different.
You choose one at character creation, which costs no XP. Your Hubris will never change and you may
never take or be given a second one. Think of this not just as a flaw, but as one of your character’s
fundamental, defining characteristics.
Hubris also has a mechanical effect. Most people simply role-play the Hubris, but the GM has
an option to spend a Drama Die to aggravate your Hubris, making you do something you might not
otherwise do. The specific effects are listed here with the Hubris, and you should be aware of what
yours is likely to do. The effects of any GM Drama Die expenditure for a hero’s Hubis are expected to
last indefinitely, or until game play irons it out. Heroes are not mechanized and can change over time,
but their Hubris should be tough to shake.
Hubris GM Drama Die Effect
Ambitious You try to seize power as it presents itself
Arrogant You show contempt or distain for someone else
Cowardly You try to avoid doing something dangerous
Envious You fixate on something someone else has and attempt to get it from them
Greedy You take a risk or betray trust to gain more money
Hedonistic You overindulge in food, drink, or merriment and let your guard down
Hot-Headed You lose your temper
Inattentive You fail any perception or surprise check
Indecisive You roll one less Action Die in a time-sensitive moment
Judgmental You jump to a negative conclusion about someone or something
Lecherous You focus on an object of simple desire or overindulge in lust
Loyal You stick by an ally even if it is self-destructive or unwise to do so
Meek You back down from a verbal or physical challenge issued by another character
Misfortunate You must reroll a check whose TN was 25 or higher (including attacks)
Overconfident You lose any doubts about your own ability and forge ahead
Proud You refuse help
Reckless You jump into a challenge hastily and without hesitation
Righteous You lose any doubts about the moral justifiability of your actions
Star-Crossed You fall genuinely in love
Trusting You lose any doubts about another person
Backgrounds
Backgrounds give a character some specific direction and help flesh-out the personality.
Backgrounds can be related to a character’s past, or they me more of a constant pressure. They may
develop during the game but more commonly they are gotten at character creation. Every hero starts
with three dots in backgrounds, and a hero may have a number of backgrounds (not the dots in them)
up to his or her Panache.
Backgrounds are always negative. Even backgrounds that give information to a character, or
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backgrounds that represent a close ally, are problematic. The information gained is costly, false, or
dangerous in some way. A Romance background represents a lover who th character is on good terms
with, but that person will inevitably cause problems, either deliberately or by circumstance.
Backgrounds are how GMs and the system rigs events and characters into dramatic situations. As soon
as a person, place, or thing becomes associated with a background, it is now a problem for someone
when it once was not.
Characters receive Background XP as the Background comes up during game sessions. The
more dots a character has in a Background, the more often it will come up. When a background causes
significant problems for a character, the character gains 2 extra XP at the end of that session.
The following is a list of possible backgrounds. This is not comprehensive, though. If you have
an idea for a background that does not fit into one of the following, discuss it with your GM.
Background Description
Acolyte Vow You are seeking membership in some sort of religious order that forces you to abide by
their complex and severe restrictions.
Afyam Addict You are addicted to a potent narcotic from the Crescent Empire. Your dots in this
background make your cravings more frequent and your withdrawal more severe.
Amnesia You do not know who you are or how you got here.
Animal Animosity You have angered a special animal of a specific species, and that animal has gotten the
word out about you. All animals of that type are hostile toward you.
Assassin Someone has hired an assassin to kill you.
Betrothed Your family has arranged your marriage to someone else. You may not know your
fiance(e), but you are expected to cooperate with the marriage when the time comes.
Black Stone Veteran Rose and Cross only.
You have killed on behalf of the Knights, but the experience haunts you. It may have
repercussions in the future, or you may be haunted by nightmares or literal ghosts.
Code of Honor You must abide by your own behavioral compulsions. You make up one code for each
dot in this background and you lose a Drama Die if you break one.
Colonial You are from a colony in the Midnight Archipelago or some other provincial area.
People tend to treat you like a yokel and you sometimes have culture shock.
Contentious Theory You have developed or published a theory or invention that the traditional colleges, the
Inquisition, or even the Invisible College may find wrong, dangerous, blasphemous, or
threatening.
Crisis of Faith Your faith in your religion is shaken, which causes problems with members of that
religious sect and may impair your own decision-making.
Cursed Someone or something has cursed you. Something bad will happen, and you are left to
accept it as an inevitability or fight against it, although you do not know the nature of it.
Dead to the World You faked your death and you are forbidden to let your loved ones or friends know.
Debt You owe money. More dots in this background represent more money owed and more
urgency with which your debtor wants to collect.
Defeated You were once defeated and you live with the shame of it. You try to find similar
situations so that you can live up to what you should have done.
Dispossessed You have lost your home and your lands. More dots represent more value of your land.
You lose ½ of your monthly income until this background is resolved.
Drachneisen Heir Eisen Noble only.
You are in line to get a relative’s dracheneisen. You get XP when this relative makes you
do something to gain favor or factors into the story somehow. You get the item(s) when
you have collected XP from this background equal to 3 times the dracheneisen cost (see
dracheneisen list).
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El Vago Los Vagos only.
You have worn the mask of El Vago. This makes you wanted and may give you extra
responsibilities within Los Vagos.
Exiled You are forbidden to return to your home nation. The dots in this background represent
the severity of your punishment if you do return and are found.
Fascination You led a sheltered existence as a youth, so when you meet strangers or new cultures,
culture shock affects you more. You become fascinated by a particular sight, sound,
smell, or other experience related to this culture shock.
Fear You are deathly afraid of something. You lose a number of actions each round equal to
your dots in this background when exposed to your fear.
Gadjo Non-Fhideli only.
You have done something to earn the ire and mistrust of the Fhideli people.
Hated Relative Vendel or Vesten only.
You are feuding with a relative who stands on the opposite side of the Vendel / Vesten
schism.
Heirloom Relic You have a relic that is holy to the church (any church) and you are charged with
defending it.
Hunted Someone specific is after you. More dots make them more intent on finding you and
make their intent more insidious.
Hunting You are looking for something or someone specific. More dots make your target more
dangerous to recover and increase your urgency.
Infamous Teacher Sword School only.
You learned your school from someone with a bad reputation within the Swordsman’s
Guild or elsewhere. Your actions are often judged unfairly as a result and you often have
to defend your honor.
Loan You have made a loan to someone and they have disappeared with the money. More dots
increase the money owed to you and the urgency with which you need it and the danger
it will take to get it back.
Lorenzo Vodacce only.
Your lineage traces back to the brutal and hated Lorenzo family of Vodacce. If anyone
finds out your real lineage, you may face dishonor or even death.
Lost Love Your lover left you for a hated enemy. One or both of them now want to ruin you.
Memlo Fhideli only.
Your own people consider you unclean for something you did. More dots ostracize you
from the Fhideli more.
Mistaken Identity You are often confused for someone else because of your name, your appearance, how
you act, or because something thinks you did something you did not.
Mole Rilascaire only.
You have joined another organization to spy on them for the Rilascaire. This allows you
to be a “member” of another secret society, but you do not gain the mechanical benefits
of that second group but you also do not have to buy the membership advantage. Dots in
this background represent the urgency of your mission for the Rilascaire and he danger
you will be in if you are found out.
Moment of Awe You saw something incredible and you have dedicated you life to finding it again. It
could be a woman, a man, the 7th
Sea, an uncharted island, and so on.
Nemesis Someone hates you and wants to ruin you (but not simply kill you).
Obligation You owe someone something and you must repay the favor.
Orphaned You were separated from your family and you want to find out why and how.
Ousted You used to be a member of an organization but your membership was revoked. You
cannot regain the membership advantage or that group until you have resolved this
background.
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Predecessor Requires membership in an organization.
You are following in the footsteps of someone who is or was a member of an
organization that you are now a member of. The predecessor’s reputation often sets you
at odds with people in the present.
Pressed into Service You are currently serving someone or some group against your will and you are looking
for an opportunity to escape or leave service.
Probation Requires membership in an organization.
Your membership in the organization is risked because of a mistake you made or some
other misfortune. You must work hard to regain the group’s trust.
Rivalry Someone you know is out to humiliate you and one-up you, but not necessarily hurt you.
Romance You have earned the hand of a lover but you must either continue to work for their love,
or you must help defend them or their honor.
Sidhe Lover You have a romance with a Sidhe and he or she constantly demands difficult and bizarre
tings of you. You must keep your romance a secret from the other Sidhe and from some
parts of Theah.
Traitor You betrayed someone in a moment of weakness. That person is likely out to get you,
and you should keep your betrayal a secret or you will lose reputation. You begin the
game with +200 Guilder.
Treasure Map You have a treasure map that you are trying to find to how to follow. Getting the treasure
may be dangerous and others may be out to steal you map or beat you to the treasure.
Unsanctioned Sword School only.
You have learned a sword school against the wishes of the Swordsman’s Guild or the
practitioners of the school itself. You must defend you se of the school against other
practitioners and perhaps even the guild at large.
Vendetta You have sworn revenge against someone and will try to ruin them, even at the cost of
your safety or reputation.
Vow You have made a promise that you won’t break. More dots increase the severity of your
vow and the dangers involved in both following or failing.
Waisen Dependant You have a relative or friend who suffers from the Eisen wasting disease Waisen.
Wanted You have a price on your head.
Karma
Karma is a measure of a character's good deeds and the cosmic genre benefits that the
game grants in return. Karma is gained by doing good things, by being a hero within the genre
concepts of 7th Sea. There are a lot of ways to do good things, and many of them are not in the open or
even honest. It is possible to do good and gain Karma while gaining no (or even losing) Reputation
(more on that below).
Karma is accumulated on the character sheet and may be spent 10 points at a time for an
additional Drama Die. Karma may be spent below 0, although spending down to -20 effectively ends
the character as a PC, so this should not be abused more than once before gaining a significant amount
of Karma (see below). When Karma is used in this way, those points are lost; Karma does not replenish
over time. Only good acts grant a character Karma.
Karma is usually gained one point at a time, for the following things, although this list is by no
means comprehensive:
Acts of charity
Acts of self-sacrifice
Acts of courage
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Defending the defenseless
Promoting justice in some tangible way
Karma may also be lost. Like gaining Karma, losing it usually occurs 1 point at a time, but
heroes should be very wary of doing obviously unheroic things lest multiple Karma Points be lost at
once. If a character’s Karma reaches -20 or lower, the hero is immediately and indefinitely a villain. If
a PC reaches this level, the character sheet is given over to the GM and the character is an NPC
indefinitely, barring some extraordinary circumstance.
The following is a list of examples of how Karma can be lost, but it is by no means
comprehensive:
Purely selfish actions
Actions motivated by hatred or spite
Abandoning close allies in a time of need
Knowingly collaborating with a villain
Deliberately stopping another hero from pursuing a background or justice against a villain
Certain acts that are completely unheroic can cost a character greatly. Unlike the examples
above, which are unheroic but sometimes justifiable from flawed characters, completely unheroic acts
are obviously wrong and without merit. An action that is not one of the above examples, but many of
them at once is a good indication of a villainous act.
Such acts, ultimately up to GM discretion, cost a heroic (i.e above -20 Karma) character 20
Karma at once. This will render a totally Karma-neutral (i.e. 0 Karma) character a villain right off the
bat. Otherwise, this is instantly ruin weeks or months of Karmic accumulation. Once a character
reaches -20 Karma, they are a villain and this sort of behavior becomes second nature. As such, they
will lose Karma normally, but not -20 at a time.
Most heroes will never perform such an act, but some do. Some heroes may perform one such
act, but such an act should be a dramatic moment in the development of not only that hero but those
close to him or her as well. Such a moment should be a turning point, be it the end of a character’s
innocence or the darkness before the proverbial dawn. In short, players should act like heroes and use
such mechanics sparingly, if at all.
Reputation
Reputation is a measure of a character's public image. A character can be a scallywag and
still gain Karma (if underhanded things are done for an ultimately good purpose), but Reputation can
only be gained by openly acting the part of a hero. Just as it is possible to have a low Reputation and
have a high Karma, it is possible to have a high Reputation and low Karma. Some heroes do good not
for the sake of good but for their own selfish reasons, but they do so in a way that makes them seem
heroic or good. That seeming, that public perception, is Reputation.
Reputation accumulates on a character similarly to Karma, but it is used differently. While
Karma is spent 10 at a time to gain a Drama Die, Reputation grants 1 Reputation Die each game for
every 10 Reputation. These dice are much more limited in their use compared to Drama Dice, but they
replenish every game. For example: a character with 22 accumulated Karma can permanently spend 10
of his Karma to gain a Dram Die. The same character might have 27 Reputation and therefore has 2
Reputation Dice to spend per session without losing any reputation.
Reputation Dice may only be spent to add unkept dice to significant social rolls in front of
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crowds or to any Repartee action (Charm, Intimidate, and Taunt). When they are used to add unkept
dice to these rolls, they are spent for the session and replenish at the start of the next game.
Reputation is gained and lost similarly to Karma, but for different specific things. Here are
some examples of actions that garner a character Reputation:
Doing many of the Karma actions publicly and openly
Giving a rousing speech
Rallying troops before or during a battle
Participating in a public duel (gain twice as much if you win)
Holding a public office and administering to it faithfully
Behaving according to rank and station (respect toward those of lower rank; deference to those
of a higher rank)
Behaving like a proper gentleman or lady
Much like Karma, Reputation can also be lost. Like Karma, if Reputation sinks to -20 or less,
the character is no longer a hero. Reputation tends to be lost one point at a time, but severe offenses or
extraordinary circumstances can increase loss. Here is a sample list of Reputation offenses:
Declining a duel (but not losing one fair and square)
Behaving in an ungentlemanly or unladylike manner
Public acts of cowardice
Public illegal behavior
Publicly and obviously slandering someone
Showing undue disrespect toward someone of lower or higher rank
Repartee Actions
There are three special social actions that characters may take both in and out of combat.
Reputation Dice may contribute to these checks if the player chooses to spend Reputation Dice as
unkept dice toward these actions. Otherwise, these actions are all just (Trait)k(Trait), although unskilled
penalties never apply to these checks (as there are no dedicated knacks for these actions). So, any
character may attempt them at no unskilled penalty. These actions require just a few words, which
should be role played, but this can be accomplished in a just a few moments or in one combat action.
The three types of Repartee actions are as follows:
Charm (Wits) = (Wits) k (Wits), TN = 5 + (5 x Opponent’s Wits). This action attempts to
convince an opponent to see it the character’s way, making for an effective way to parley or
bargain out of dangerous combats. Charm may be a genuine plea, or it may be more ruthless
and manipulative, but either way it makes the target pause to consider acting against the
character during the current scene.
◦ Make a Wits check at TN = 5 + Opponent’s Wits x 5. Success prevents that specific
opponent from attacking you with their lowest action die. They may hold the action or take
it against someone else, but that action die (and only that specific action die) may not be
used against you offensively in any way. Stacking Charm attempts has no effect except for
those with raises. A number of raises equal to twice the opponent’s Resolve may be taken
over any number of these actions in one combat to charm the opponent out of attacking you
for the rest of the combat. Eventual or instantaneous success means the opponent will stop
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fighting you (and only you) unless attacked for at least the scene (depending on the role play
of the repartee). They will still fight others, although a successful charm in this way tends to
have a far-reaching effect on their view of the whole combat. This makes a brute squad or
henchman a justification to stand down, if the situation warrants it.
Intimidate (Resolve) = (Resolve) k (Resolve), TN = 5 + (5 x Opponent’s Resolve). This
action attempts to cow an opponent, making it harder for them to attack you by making them
less willing to do so. This may also be used to simply scare people into giving information or
surrendering entirely.
◦ Make a Resolve check at TN = 5 + Opponent’s Resolve x 5. Each raise gives you a fear
rating of 1 against only that opponent for the remainder of the combat. Therefore,
succeeding at the base TN with no raises has no effect. Fear Rating can never exceed 5, and
each time it is raised against an opponent that is yet unaffected, a new Resolve check is
taken against the new Fear Rating. Opponents already affected by Fear Rating in this way
do not get a new Resolve check and instead suffer the new Fear Rating penalty to actions
and active defenses against you. An opponent that is held to a Fear Rating from Intimidate
actions (not from natural Fear Ratings) greater than the opponent’s Resolve for a number of
rounds equal to their Resolve is cowed upon the beginning of the next round. Cowed
opponents will yield not only to the intimidating character but to most others in the combat.
Cowed characters are likely to stop fighting but will still defend themselves.
Taunt (Panache) = (Panache) k (Panache), TN = 5 + (5 x Opponent’s Resolve). This action
attempts to provoke an opponent into attacking you with their next available or held action,
within reasonable limits. For example, a taunted opponent climbing down a rope will not spend
his next action attack you, because that would require him to leap down from the rope, probably
to his death. He will, however, attack you at his earliest convenience once he gets down.
◦ Make a Panache check at TN = 5+ Opponent’s Resolve*5. Success compels the opponent to
attack you how they see fit (i.e. with any of their available offensive knacks) at their earliest
convenience. Each raise you take forces the opponent to take an equal number of raises for
damage to the resulting attack. A character may only be affected by one Taunt at a time.
Taunts used on a character who has not yet acted on a successful Taunt fail automatically.
Languages
Each nation in 7th
Sea has its own language. Knowledge of languages is useful but not
necessary. There is no universal or “common” tongue, so a typical group of player characters and NPCs
will be from many different nations and will therefore have many different native languages. In a
typical game, it is recommended that the PCs agree on a common group language, but in larger games
where PCs may not always be cooperating directly or frequently, this is not necessary.
Characters are assumed to be native speakers of their home nation’s language. Some nations
have esoteric languages that are not learned automatically, though. Examples of these languages
include: Cymric (Gaelic/Welsh), High Eisen (Hochdeutsch), or Fhideli (Romani).
Languages may be learned at Native, Fluent, Poor, and Acquainted levels of proficiency.
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Literate (+1 XP cost)
characters may read and
write the language fluently.
Characters are summed to be
literate in their native
language but may purchase
this for any number of other
languages in which they are
at least Poor Speakers.
Native speakers (+1 XP
cost) speak with no
detectable accent but are
otherwise no more proficient
than fluent speakers.
Fluent speakers (+0 XP
cost) retain their home
nation’s accent, which may
be detected. Native speakers of the language you are speaking may roll Wits at TN 10 to determine
your nation based on your accent. Fluent speakers of the language you are speaking may roll Wits at
TN 20 to determine your nation based on your accent. Speaking, hearing, writing, and reading the
language does not require a check at any time, though.
Poor speakers (-1 XP cost) inflect thick accents from their home nation, which may be detected by the
rules above, at -5 to the TNs. Furthermore, Poor speakers must make Wits checks to follow or
formulate complex or rapid sentences, be they written or oral. These checks vary depending on the
complexity of the message, but typical TNs range from 10 to 20.
Acquainted speakers (-2 XP cost) know only select words or phrases of the language and must make
Wits checks whenever they hear, read, speak, or write the language. The TN is dependent on the
complexity of the message, but even a successful check will tend to give the speaker only fragments of
the message, broken up into only the simple words and phrases.
Experience Points
Experience Points represent what a character learns during the course of adventures.
There are plenty of ways to earn XP:
1 XP for showing up to the table
1 XP for acting in character, most notably in accordance with the character's hubris
1 XP for making the group laugh out loud or say “wow!”
1 XP for clever or resourceful problem-solving
1 XP for helping advance a plot beside the character's own backgrounds
1 XP for a feat of great courage, self-sacrifice, or camaraderie
2 XP for interacting with a character's own background:
◦ 1 dot: typically once every 3-4 sessions
Language Character's Nation
Aeg Ava Cas Eis Mon Uss Ven Vod
Aegean 0 5 4 3 4 3 4 3
Avalonian 5 0 4 3 3 5 3 4
Castillian 4 4 0 3 3 4 4 3
Eisen 3 3 3 0 3 3 3 3
Montaigne 4 3 3 3 0 4 4 4
Ussuran 3 5 4 3 4 0 3 4
Vendel 4 3 4 3 4 3 0 4
Vodacce 3 4 3 3 4 4 4 0
Thean 4 5 4 4 4 6 5 4
Cymric 6 4 6 6 6 6 5 6
Fidheli 4 6 6 6 6 4 6 6
High Eisen 6 6 6 4 6 6 6 6
Theodoran 4 6 6 6 6 4 6 6
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◦ 2 dots: typically once every 2-3 sessions
◦ 3 dots: typically every 1-2 sessions
GM's should check this list at the end of each session so as to award a decent amount of XP. A
good average to shoot for is between 5 and 8. For larger games, such as LARPs, Backgrounds can be
handled either in-game or during between-game downtimes. Some backgrounds can be actively chased
by a player in game or downtime, but some may be up to the GM to insert during play or downtimes.
For large games with downtimes, though, the GM may not be ale to use everyone’s backgrounds during
the game, so downtimes are strongly encouraged for PCs to capitalize on their backgrounds. In any
case, backgrounds should not trigger more often than listed above. If a character with a 2 dot
background gets entangled with the background for three straight sessions, the 2 background XP should
be awarded on the first and third session, but not for all three. Players should be rewarded for investing
more dots in background (and thus making them more dramatic in addition to more frequent).
The costs in XP for items on a character sheet are as follows:
Traits = new x 6
National Trait = new x 5
New Skill = 10
Basic Knack (including School and Sorcery) = new x 2
Advanced Knack = new x 3
Advantages = 2 to 25, as listed
Backgrounds = new x 2
Languages = 3 to 6
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Combat Mechanics
As with the rest of 7th Sea, the fundamentals of combat are very sound and are a source of a lot
of the game's strengths. Every trait is used in combat in some way, and for the most part there is
balance. For this revision, though, an attempt has been made to refine that balance, working within the
existing system and fixing it without completely rewriting it. Some traits did a bit too much work and
some character concepts were simply not viable simply because of how defenses were calculated.
These changes are to the way things are calculated more than the fundamentals of the game.
Combat occurs in the following order:
1. Roll Initiative (Panache)
2. GM counts through phases
3. Take actions (typically, attacks using Finesse)
a. To hit: Finesse + Knack k Finesse
b. To damage: Brawn + Weapon k Weapon
c. Wound Check: Brawn k Brawn
Initiative
Each round of combat represents about 30 seconds (“rounds” outside of combat can be assumed
to be minutes). Each round is broken up into 10 phases, represented on Action Dice. Action Dice are
the result of a character’s initiative roll at the start of a round. Initiative is just a character’s Panache k
Panache, but these dice are not added up as normal dice. They should be set aside to be used as the
character’s actions, or Action Dice, in the ensuing combat round. As the GM begins counting through
the phases of the round, starting with 1 and counting through to 10, the character may act on the phases
shown on those dice.
Initiative
(Panache) k (Panache): set aside
For example:
After a drunken goon sucker punches him to instigate a combat, both characters roll initiative.
Titus rolls his Panache, which is 3. He gets 2, 5, and 7. The goon, unbeknownst to Titus, has a 4 and a
9. The GM begins counting through phases. She calls out “phase 1,” but neither combatant is ready
(Titus’ lowest Action Die is 2 and the goon’s lowest is 4). The combatants pass, so the GM calls out
“phase 2.” Titus may now act...
If an Action Die is at the current phase, the character has two options: an action may be taken
immediately or the die may be held for use in later phases. If an Action Die is used to act, the character
may use any of her appropriate knacks. If it is held, it may be used to attack later or to defend on the
current phase or a later one (see below).
Characters acting in the same phase break ties in turn order by checking Initiative Total.
Initiative Total is the sum of all of a character’s unspent Action Dice (so slower die actually help win
ties). When Action Dice are used to act or to defend, they are discarded for the round and no longer
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contribute to Initiative Total.
Action Dice may be held to be used in later phases, either in attacks or in defenses.
Acting
Action in combat tends to be attacks, which use Finesse. This is not the only option, though, and
player should be knowledgeable of the knacks available to their characters to be aware of their options
for taking combat actions (as some civil knacks are usable in combat).
Attacks are Finesse + Knack k Finesse:
To Hit
(Finesse) + (Attack Knack) k (Finesse)
The TN for an attack is the opponent’s Passive Defense (see below). Raises may be taken to
add 1 unkept damage die to successful attacks (each raise gives the roll -5, so it is a calculated risk to
do more damage that you would otherwise).
If an attack succeeds, a damage roll is made to determine how many Flesh Wounds are dealt to
the target. Damage rolls are:
Damage
(Brawn) + (Weapon) k (Weapon)
This is one of very few exceptions to traits determining kept dice. Most weapons deal xk2.
Remember: raises on rolls to hit also add unkept dice to this roll. The total for the damage check is
added up and that number is dealt to the target in the form of Flesh Wounds.
Wounds and Wound Checks
There are two types of wounds a character can take: Flesh Wounds and Dramatic Wounds. Flesh
Wounds are minor and can be shaken off easily enough, but as they pile up, more serious injury can
occur. Whenever anything (including self-induced Flesh Wounds, like from Laerdom or El Fuego)
deals Flesh Wounds to a character, the character must make a Wound Check. Wound Checks are Brawn
k Brawn:
Wound Check
(Brawn) k (Brawn)
The TN for a Wound Check is equal to the Flesh Wounds the character is currently carrying. If
he succeeds, the Flesh Wounds are kept on the character but nothing else happens. If he fails, though,
one or more Dramatic Wound is dealt.
If the Wound Check fails by a certain amount, more Dramatic Wounds will be dealt. The
weapon determines this number. Most weapons set it to 20. Firearms and most fires and explosisions
have a 10, though. Increments of 5 are sometimes seen (direct hits from cannons, for example). Here is
how these increments work:
Konrad is successfully hit by an opponent wielding a fencing sword. He ends up taking 18 Flesh
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Wounds from this attack, but he was already carrying 12, so he now has 30 Flesh Wounds to roll
against in his Wound Check. His Brawn is 2, and he rolls 5 + 3 = 8. He failed, so he will be taking one
Dramatic Wound, but he failed by 20 or more (21, to be exact), so he will take one additional wound. If
the attack that just hit him was a firearm, he wound take a total of 3 wounds (1 for failing, and 2 more
for failing by 21).
Dramatic Wounds are serious injuries that can cripple, incapacitate, and even kill a character. A
character may take a number of Dramatic Wounds equal to his Resolve before he is Crippled. Crippled
characters do not explode 10’s (unless a Drama Die is spent before each roll). The only exception to
this rule of Crippling is Wound Checks: the Brawn check against Flesh Wounds always explodes 10’s.
A character may take twice his Resolve in Dramatic Wounds before being Knocked Out. It is important
to note that any character, hero or villain, is not killed at this point. Someone must take an action
specifically to kill a character who is already Knocked Out, otherwise the metaphysics of 7th
Sea and
drama itself will conspire to save the character from his wounds. Dramatic Wounds are healed at a rate
of one per day. Medical attention or use of knacks like Surgery can speed up recovery.
Passive Defense
Passive Defense is the TN to hit a character with any attack. A character’s Passive Defense is
calculated as such:
Passive Defense
(Wits*3) + (Knack*4)
Specific knacks must be used for Passive Defense. Usually, Footwork and Parry are popular
options, as most characters have access to them and they may be used in most situations. Some
situations will bar Footwork or Parry, though. Situations that change or restrict a character’s choice of a
Defense Knack usually depend on where the character is fighting, or how. If a character is on a boat,
for example, Balance must be used in place of Footwork (although Parry may still be used). If the
character is climbing rope and someone shoots at her, her Defense Knack is Climb; if she is running
(through and not fighting), her Defense Knack is Running. Obviously, Parry may only be used if the
appropriate weapon type is in-hand. Some opponents' weapons will render chosen defenses useless,
such as Parry against a firearm attack.
The player chooses any appropriate knack to use as a Defense Knack. The dots in this knack
may be used in both Passive and Active Defense. A character will be assumed to be using all his dots
for Passive Defense unless stated otherwise. For example:
Alexi has 2 Wits and 4 Parry (Knife). This gives him a 22 Passive Defense: (2*3) + (4*4). If he
is fighting an opponent with pistols, though, his Parry will not be of use to him in Active Defense (see
below), so he will have to use Footwork for that. He may continue using Parry for his Passive Defense
and use his Footwork if and when he uses an Active Defense.
Active Defense
If an opponent meets or beats a character’s Passive Defense, the character still has one more
option to defend himself. By spending a current Action Die, a held Action Die, or by spending two
future Action Dice (called an Interrupt Action), the character may make an Active Defense. Active
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Defenses are essentially opposed checks rather than the simple check that an attack typically is (against
a TN equal to Passive Defense).
Active Defense checks are:
Active Defense:
(Wits) + (Defense Knack) k (Wits)
The knack used here can be anything defensive. The knack the character is using for Passive
Defense can be used, It is common for characters to have more than one defensive knack, keeping a
second knack available in the event the typical passive defense knack cannot be used. For example:
Alexi is still under attack. He has a Passive Defense of 22 when using Parry. Someone is
attacking him with a firearm now, and he decides to make an Active Defense. He doesn’t have a ready
(current) Action Die, so he spends two future ones to attempt an Active Defense. He decides to use
Footwork to defend, since it is the best thing he has against a firearm (since Parry won't work in this
case). He has 2 dots in Footwork and he has 2 Wits, so his Active Defense roll is 4k2. He has that roll
to beat the attacker's roll that beat his Passive Defense.
Active Defense essentially replaces Passive Defense as the TN to hit the character for that one
attack. Since the attacker is still the acting character, the defender must beat the attacker (not merely
tie), since the attacker succeeds if he meets or beats the TN to hit.
Grappling
Sometimes fights in 7th Sea are not as clean-cut as a fencing duel or even fisticuffs. Any
character may attempt to grapple an opponent with the following rules. The Wrestler Skill is the typical
means to be skilled at this form of combat. The knacks referred to here come from that skill.
To engage in a grapple, the attacker must roll to hit as normal, using the Grapple knack as his
attack knack:
To Hit (Initiate Grapple)
(Finesse) + (Grapple) k (Finesse)
The defender may use any appropriate defense knack for passive or active defense against this.
The defender's options do not change and are not restricted until after a grapple succeeds. The attacker
may take raises to this check to gain one free, expendable raise (+5) for each raise taken to initiate the
grapple. These raises may be spent as extra unkept dice for any roll during the grapple and they must be
called before a roll is made, but they disappear at the end of the grapple (if the combat ends or if either
party successfully disengages).
If this attack roll succeeds, the target is grappled and both combatants' options change. They are
now locked in a grapple and their ability to defend against outside attacks is hindered. Both combatants
may not use any Parry as a passive or active defense, and any movement-based defense knack they may
be using (i.e. Footwork) has its passive defense reduced by 5.
Against each other, though, the passive defense for the grapplers changes:
Passive Defense (Grappling)
(Brawn*4) + (Grapple or Escape*3)
In a grapple, raw strength and knowledge of grappling maneuvers determines how difficult the
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character is to maneuver against or damage. Any Wrestler knack that allows for an attack while in a
grapple (Grapple, Break, Throw, Head Butt) uses this modified passive defense for a TN to hit. The roll
to hit with any of these knacks, however, is:
To Hit (While in Grapple)
(Brawn) + (Knack) k (Brawn)
The knacks may be used as described in the skills chapter, and as below:
Grapple may be used while in a grapple to maneuver the opponent. Grappled opponents may be
moved on or off their feet, pinned, held back, etc. with this knack.
Head Butt may be used to deal flesh wounds much like an unarmed attack: (Brawn) k 1
damage. Grapple and normal Unarmed Attack knacks may not be used to deal damage in a
grapple, although this knack may be used unskilled to deal damage.
Break may be used to deal an automatic dramatic wound in a grapple, much like the Strike
Vitals knack (take 3 raises against the grapple TN to hit).
Throw may be used to throw a grappled opponent that a character has appropriately
maneuvered (as per the Grapple knack). Roll to hit with this as usual, against the opponent's
grapple passive defense. Success renders the opponent prone and deals (Brawn) k 1 damage,
unless the opponent lands on a particularly damaging surface or is thrown over a ledge (in
which case, the damage may be altered to include falling damage or more kept dice, depending
on the surface). This disengages the grapple automatically for both combatants.
Bear Hug is not rolled and instead deals flesh wounds automatically at the end of each round
while still in a grapple.
Either combatant may attempt to escape the grapple as an action by rolling:
Escape Grapple
(Brawn) + (Escape) k (Brawn)
This check is contested against the opponent's (Brawn) + (Grapple) k (Brawn). The escaping
character can spend an action die to gain +5 to the next Escape check he makes. There is no limit to the
amount of actions a character may take in this way. Likewise, grappling characters may spend actions
while in a grapple to strengthen the grip on the opponent, gaining +5 to this contested check for each
action spend in this way. There is also no limit to the number of times this can be done. In either case,
the stored bonuses are spent upon the first attempt to make the escape check (or the contested roll
against it). Escaping opponents have one more option, and that is to use the Grapple knack (skilled or
unskilled) to maneuver to a more advantageous position for escape. Successful Brawn + Grapple (not
contested; against the opponent's normal grapple TN) allows a character to maneuver, as described
above. A character may opt to have this maneuver be “wriggle free,” “go limp,” or something similar.
Doing so, assuming the opponent does not maneuver against it with another action, allows the escaping
character to use Finesse + Escape instead of Brawn.
Fear Rating
Fear Rating is a special trait that some characters and monsters have. Some advantages, schools,
sorceries, monster abilities, and the Intimidate Repartee action grant a Fear Rating.
Fear Ratings range from 1 to 5. The rating determines both the TN to resist the effects and the
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potency of the effects themselves. At the start of a combat against an opponent with a Fear Rating,
characters roll Resolve k Resolve to resist the effects:
Resisting Fear
(Resolve) k (Resolve), TN = 5 + (Fear Rating x 5)
A character who passes this check is unaffected for the rest of combat, unless the Fear Rating
increases (at which point a new check is made).
A character who fails this Resolve check, though, is shaken by fear. Characters affected by Fear
Rating lose the Fear Rating in unkept dice against all actions and active defenses against the source of
the Fear Rating. This effect lasts a number of rounds equal to the fear rating.
If the same source's Fear Rating increases while a character is affected, the character is
automatically subjected to the new fear rating (i.e. losing more dice). Characters who passes the check
before are allowed a new check at the new TN.
If the same source's Fear Rating decreases, no new checks are necessary and the decreased
duration is taken out of rounds not yet taken, rather than rounds already used. For example, if a Fear
Rating 3 villain has been affecting a hero for two rounds and his Fear Rating suddenly drops to 2 for
any reason, then the effect will end at the end of the second round. For example:
Robert is facing off against a mythic beast in a ruined temple. As the battle is joined and
initiative is rolled, the GM asks Robert's player to roll Resolve keep Resolve against a Fear Rating of 2.
The TN against a fear rating of 2 is 15 (5 + 5*fear rating). Robert rolls his Resolve of 3 and gets 8, 6, 3
for a total of 17, a success. Later in the combat, the monsters lets out a terrifying roar as an action,
raising its fear rating to 3. Since the fear rating just increased, Robert must make another check, this
time against the new rating (TN 20 this time). He rolls 8, 7, 2 for a total of 17, a failure. For the next
three rounds, Robert will lose 3 unkept dice against actions and active defenses against the monster.
Poisons
Villians, and even some heroes, use poisons as one of the genre tropes of 7th Sea. The following
are rules for various poisons available to villains and heroes willing to put a great deal of Karma on the
line in exchange for a clever, dirty trick.
Poisons have five traits: resistance, effect, interval, duration, and delivery.
Resistance is the Resolve TN to resist the effects of the poison after the first interval. Like
with wound checks, 10's always explode on these resistance checks. This check is made each interval
until the check fails or an antidote is applied. If a victim is dosed with the same poison again during the
first's duration, subsequent resistance checks are at +5 TN.
Effect is what the poison does. This can be unconsciousness, flesh wounds, dramatic wounds,
loss of unkept or kept dice, loss of traits, and even death. Dramatic wounds dealt by poisons cannot be
cured until the poison is cured. Truly deadly poisons are exceedingly rare and are always exotic,
expensive, and difficult to handle. Most villains, let alone ruthless heroes, usually use non-lethal
poisons.
Interval is the onset time of the poison's effect, and how often that effect takes place
thereafter. This can range form phases to rounds to minutes, hours, days, and even weeks.
Duration is how long the poison will do its work in the given intervals. With an unlimited
duration, a poison will be assumed to take its effect after each duration, forever or until it is cured by an
antidote. Only the most truly insidious and cruel poisons have unlimited durations, though, and most
last through just a few of their own intervals.
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Delivery is how the poison must be applied. Skin contact, blood (by wounding), liquid or
solid ingestion, and breathing are all delivery methods.
Poisons also have a form, usually a solid, liquid, or gas. Oils can be applied to weapons but are
otherwise similar to other liquids.
Finally, poisons have a cost, which is given here in Guilder,
The following are sample poisons:
Opponents
There are several types of opponents that heroes face in 7th Sea. They are placed in categories:
villain, henchman, and brute squad. Two of them are mechanically very similar to heroes but the third
is quite a bit different.
Villains
Villains are mechanically just like heroes: they have five traits, advantages, skills, knacks,
backgrounds, and hubrises. They are as fleshed-out as any of the heroes, but as such they are equally
rare. They tend to be central figures in plots, rather than more throw-away combatants. As far as
combat is concerned, when villains do fight (and oftentimes they will not), they hit, defend, and wound
just the same as heroes.
So, what is the difference, and why the designation? Simply put, villains are heroes with too
much negative Karma and/or Reputation. As stated above in Karma and Reputation, too many
misdeeds can chip away at these traits and even make them dip below 0. Typically, a hero who reaches
-20 in either Karma or Reputation becomes a villain. Unless the GM wishes, there is no going back
from villainy.
Henchmen
Henchmen are much more common than villains. They have names, personalities, and stats, and
they fight very much like heroes and villains, but they have a couple key differences. For one thing,
they are simply less important to plots and therefore may or may not have hubrises and/or backgrounds.
Henchmen with hubrises and backgrounds are fleshed-out like villains, but they may not have a vital
role in the world of 7th Sea and its plots.
More importantly, henchmen will not fight for quite as long as heroes or villains. They are
Name Effect Res. Interval Duration Form Delivery Cost
Arsenic 1k1 flesh wounds 20 30 minutes 3 days Solid Ingestion 100G
Beetle Venom 5 dramatic wounds 15 1 phase 1 phase Oil Blood 500G
Blind Thorns -2 unkept dice as per being in dim lighting 20 1 round 1 hour Gas Contact 50G
Crimson Thinner 1k1 damage per dramatic wound on the victim already 25 4 phases 4 phases Oil Blood 100G
Ethera Hallucinations; never crippled, but GM secretly records wounds 15 1 round 1 hour Liquid Ingestion 50G
Godiva's Tears -2 Resolve vs Seduction attempts and similar manipulations 25 10 minutes 2 hours Liquid Ingestion 25G
Knock-out Drops Knocked out; success on initial resistance ends the duration 20 1 round 3 hours Liquid Ingestion 30G
Legion's Caress 1 dramatic wound 15 1 week Unlimited Oil Blood 200G
Nightmare Powder Gain the Cowardly hubris and act accordingly 25 1 hour 1 day Solid Breathing 50G
Prophet's Breath Death 30 1 round 1 round Liquid Ingestion 5000G
Spider Venom Do not reroll 10's as though crippled 20 1 round 1 hour Oil Blood 40G
Syrneth Mist Suffer the effects of drowning (Resolve TN 5 x rds or take DW = rds) 25 5 phases 5 rounds Gas Breathing 400G
Trembling Moss Drop highest die from finesse rolls 15 1 hour 6 hours Solid Ingestion 100G
Vagabond Root -1 Brawn per dose 20 1 phase 1 hour Oil Blood 60G
Witch Flesh 15 flesh wounds 20 1 round 10 rounds Solid Ingestion 40G
Woundwort 1 dramatic wound, interval doubles after each effect 20 1 hour 30 hours Liquid Ingestion 15G
Yellow Lotus 2k2 flesh wounds per dose; +1 to all sorcery knacks per dose 25 15 minutes 1 hour Solid Ingestion 300G
35
hirelings and pawns, and lacking true personal motivations makes them unwilling to die for whatever
cause pits them against heroes. Mechanically, they are treated as Knocked Out when they would
normally be crippled (instead of twice their Resolve, as a hero or villain would). A henchman
eliminated form combat in this way is either literally knocked out or playing dead and will therefore
one continue to fight (crippled) if their life is threatened. It should be noted that heroes who pick on or
attack henchmen knocked out in this way, even if they are thematically “playing dead,” should lose
Karma, if not Reputation also.
Brute Squads
Brute Squads are groups of (typically) six nameless goons that fight as a group. They are the
swarms of thugs fought and beaten by the dozens in The Three Musketeers, for example. They don't
know much, don't so much care to, and are a great option for GMs to increase an adventure's body
count and swashbuckling.
Brutes should always come in groups of six, unless some situation precludes that. Regardless of
their current number of members, Brute Squads also have a Threat Rating, from 1 to 4. Threat Rating
determines everything about a Brute Squad:
All traits (kept dice) are considered to be equal to Threat Rating
Brute Squads have a number of dots in a number of skills both equal to their Threat Rating.
These knacks can come out of any skills, even those that do not match. GMs typically choose
the skills all at once when the squad shows up in a scene, and the knacks should be chosen for
what is appropriate for the job they do. Thugs get combat knacks, while college interns get
scholarly knacks, and so on.
The squad's Passive Defense = 5 + (Threat Rating x 5) (not based on Wits and a defense knack)
The dice a Brute Squad rolls is derived differently, though:
Brute Squad Die Pool
(Brutes) + (Knack) k (Threat Level)
So, a squad that has not lost any Brutes yet has 6 dice (1 for each Brute) + any dice they might
have from knacks (which they receive from their Threat Rating). If they have no dots in the knack at
hand, then they roll their number of Brutes unskilled but still keep their Threat Rating. For example:
A Threat Level 2 Inquisition Brute Squad is chasing after a group of heroes. The GM has two
knacks to give to these goons, and she chooses Attack (Fencing) and Street Navigation. Being Threat
Level 2, both of these knacks are considered to be at 2 dots. That gives them 6 (the number of Brutes) +
2 (their knack dots) to weave through the streets to catch the heroes. With those 8 dice, they keep only
2 (their Threat Level) in an attempt to beat the heroes at a contested roll.
Because Threat Level is used for so much, most importantly kept dice, increasing a squad's
Threat Level is a major issue for the heroes facing them. GMs should be aware of the scale:
Threat Level 1 = Cannon Fodder. These brutes are beyond expendable and most heroes, even
rookies, can easily dispatch them.
Threat Level 2 = Typical. This is the basic Threat Level for a Brute Squad that can give starting-
level and moderate-level PCs a bit of trouble but are still very expendable.
Threat Level 3 = Tough. This is a brute squad that can potentially challenge even high-XP
characters but will end up being only a secondary threat to them, much like typical Brute
Squads to everyone else. These brute squads can be a serious threat and as significant as a
henchmen to low or mid-level XP characters.
36
Threat Level 4 = World Class. These brutes are very rare and found only in very specific places.
Their ranks are often legendary and heroes of any level of XP should not trifle with them.
Brutes do not roll damage rolls. Instead, they deal damage based on their weapon type
multiplied by a factor of how much they exceeded the hero's passive (or active) defense. For hitting a
hero at all, a brute squad deals its weapon damage in flesh wounds (and the hero rolls a wound check
normally). For every 5 in excess of the hero's passive or active defense, the brute squad deals their
weapon damage again. Weapon damage is as follows:
Unarmed = 4
Small weapons (knives, improvised weapons) = 5
Medium weapons (fencing swords) = 7
Large weapons (broadswords, polearms) = 10
Firearms = 15
For example:
Ilya is being attacked by an Inquisition brute squad. They are dime-a-dozen hired thugs, not
real Red Hoods, so they are Threat Level 2. Being cheap thugs, they are attacking with clubs and other
improvised weapons (with damage factor of 5). They attack with 4k2 and roll 10, 7, 6, 2. They keep the
10 and the 7 and reroll the 10 for another 8, giving them a total of 25 to hit. Ilya's passive defense is
only 15, so the brute squad hit by 10. They deal their base damage (their weapon factor of 5) plus the
same damage again twice because they exceeded Ilya's defense by 10 (one more damage factor for
every 5 they beat his defense). So, they will deal 15 flesh wounds to Ilya: 5 for hitting him and 10 more
for their extra accuracy.
On the other hand, brutes don't roll their own wound check, either. Brutes are the numerous,
expendable goons that heroes encounter in adventures. As such, brutes are knocked out if they are hit.
If a hero successfully hits a brute squad, one brute is knocked out (reducing the total number of brutes
in the squad and thus their pool of dice). Heroes my knock out one additional brute per raise on the
attack roll. For example:
Ilya, having been attacked by a rude gang of Inquisition thugs, responds with his axe. He sizes
them up and guess that they're not too skilled, so he swings for the fences. He takes one raise on his 7k2
attack roll. Re rolls 10, 8, 7, 3, 2, 2, 1. He keeps the 10 and the 8 and rerolls the 10 for another 4,
making his roll a 22. The raise is -5, so his total is a 17 to hit the brute squad's passive defense (based
on the threat rating of 2) of 15. He succeeds in his attack and knocks out two of the brutes (one for
hitting at all and one more for the one raise).
Monsters
Mechanically, monsters fall into one of the above categories in combat. Some come in swarms
or large groups and can be best treated as brute squads. Some are more serious and singular threats,
Usually, monsters are considered villains simply due to the fact that they will usually fight to the death.
To create a monster using this system, follow these steps:
1. Determine (or estimate) average hero total XP.
2. Determine the Monster Points based on hero XP. Each hero contributes some Monster Points
to the encounter. Use the table to the right to determine approx. MP based on each hero's total
XP.
3. Determine the monster's type as brute squad, henchman, or villain. Non-brute monsters can
37
be assumed to be villains (i.e. will fight to the death) unless the
GM wants a shorted encounter (and uses henchmen instead,
which are built the same as villains).
4. Spend Monster Points to build the monster by this chart:
Below are some sample monsters and animals taken from 7th Sea
supplements and converted using the monster creation rules.
Average Monster
Hero XP Points
200 - 225 8
225 - 250 10
250 - 275 13
275 - 300 17
300 - 350 22
350 - 400 28
400+ 35
Monster
Type Item Points Effect
Trait Threat Level 5 per TL Brute squads only; gain ranks in knacks for TL as normal
Trait 1 Free Monsters start with 1 in each Trait
Trait 2, 3 1 per rank Gain Trait rank 2 and/or 3
Trait 4, 5 2 per rank Gain Trait rank 4 and./or 5
Trait 6+ 3 per rank Monsters may exceed human maximums, up to 10
Movement Burrower 1 May burrow through the ground at human walking speed
Climber 1 May climb at normal speed and may cling to walls
Fast runner 1 Double human land speed (+10 to chase rolls)
Swimmer 1 May swim at human running speed
Flight 2 May fly at human running speed
Limited Porte 4 May teleport up to 300 feet in line-of-sight by spending two action dice
Attack Natural weapon attack 1 per rank Attack (Natural Weapon) knack, used to hit
Weak damage 1 Brawn + 1k1 damage with a natural weapon
Average damage 2 Brawn + 0k2 damage with a natural weapon
Strong damage 3 Brawn + 1k2 damage with a natural weapon
Brutal damage 4 Brawn + 0k3 damage with a natural weapon
Vicious damage 5 Brawn + 2k3 damage with a natural weapon
Weak ranged damage 2 2k1 damage with a natural ranged weapon
Average ranged damage 3 2k2 damage with a natural ranged weapon
Strong ranged damage 4 3k2 damage with a natural ranged weapon
Brutal ranged damage 5 3k3 damage with a natural ranged weapon
Fear Rating 1 per FR Gain Fear Rating 1-5
Terrifying Spectacle 4 May take an action to increase Fear Rating by 1 (up to 6)
Weak poison 2 Natural attack applies weak poison (Crimson Thinner, Trembling Moss)
Strong poison 4 Natural Attack applies strong poison (Syrneth Mist, Witch Flesh)
Lethal poison 5 Natural Attack applies lethal poison (Beetle Venom, Legion's Caress)
Possession 5 Natural attack may cause possession of victim (Resolve TN 20 to resist)
Defense Weak defense 1 2 ranks in a defensive knack
Average defense 2 3 ranks in a defensive knack
Strong defense 3 4 ranks in a defensive knack
Iron defense 4 5 ranks in a defensive knack
Weak armor 3 -5 incoming flesh wounds
Strong armor 5 -10 incoming flesh wounds
Immunity 1 Immune to one type of damage (fire, cold, acid, poison, etc.)
Water breathing 1 Immune to drowning
Sorcery resistance 3 +5 TN to all direct sorcery effects targeting the monster
Sorcery immunity 5 Immune to all direct sorcery effects
Incorporeal 4 Immune to physical attacks but cannot make normal attacks either
Miscellaneous Skilled 1 per rank Gain 1-5 ranks in one non-school, non-sorcerous knack
Deft 2 per rank Gain 1-5 ranks in one school knack
Sorcerous 2 per rank Gain 1-5 ranks in one sorcery knack
Specialized 3 +5 static bonus to one knack
Supreme 5 +10 static bonus to one knack
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Asprey 27 MP
Brawn 2
Finesse 4
Wits 3
Resolve 2
Panache 3
Flight
Natural Weapon (Fangs) Attack 3
Weak Damage (1k1)
Weak Poison (Crimson Thinner)
Iron Defense 5
Skilled: Grapple 3
Sorcerous: Any one sorcery knack 1
Attack: 7k4
Damage: 3k1 + Crimson Thinner
Passive Defense: 29
Active Defense: 8k3
Aspreys are intelligent, benevolent, flying snakes
native to the Midnight Archipelago. They are touched by
magic and know much about mystical secrets, but they kind of
help they offer adventurers tends to be fleeting and playful.
Very skilled explorers have gained an Asprey's trust enough to
call one a companion, though.
Avian Variable MP
Brawn 1-3
Finesse 3-5
Wits 1
Resolve 2
Panache 2-3
Flight
Natural Weapon (Talons) Attack 3-5
Natural Weapon (Beak) Attack 2-3
Weak to Strong damage (1k1, 0k2, or 1k2)
Strong or Iron Defense (4 or 5 ranks)
Attack: varies
Damage: varies
Listed Monsters by Monster Points
Monster
Monster Points
Avian Varies
Feline Varies
10
12
Ghoul 15
Swamp Spiders 15
Forest Fiend 20
Horse 20
Canine 21
Siren 22
Zombie 25
27
Bull 28
Black Wolf 31
Bear 32
Ghost 32
Clockwork Automaton 39
40
41
50
Leviathan 61
77
Kobold
Boca
Asprey
Hinde
Banesidhe
Verschlingen
Drachen
39
Passive Defense: varies
Active Defense: varies
Avian is the catch-all term for any natural animal with wings. Songbirds, bird of prey, and water
foul are all common all over the world and would all use these traits. The size, speed, and abilities of
birds range greatly, so this entry represents that range and GMs should vary the traits accordingly.
Banesidhe 41 MP
Brawn 3
Finesse 3
Wits 3
Resolve 4
Panache 2
Natural Weapon (Claws) Attack 3
Natural Weapon (Voice) Attack 4
Average Damage (Claws: 0k2)
Brutal Ranged Damage (Voice: 3k3)
Average Defense (3 ranks)
Fear Rating 4
Terrifying Spectacle
Sorcerous: Glamour: Blackcloak 3
Attack: 6k3
Attack: Terrifying Spectacle
Damage: 3k2
Passive Defense: 21
Active Defense: 6k3
The Baneshide is a legend in the countryside of Avalon. It is rumored to be a malevolent force,
perhaps a ghost or perhaps a sidhe or perhaps something even stranger. Its origin is unknown, as very
few people have encountered the Banesidhe and lived to tell about it. What few have are often rendered
mad, or at least very unwilling to recount the tale of such an encounter.
Bear 32 MP
Brawn 6
Finesse 2
Wits 1
Resolve 3
Panache 2
Natural Weapon (Claws) Attack 3
40
Brutal Damage (0k3)
Average Defense (3 ranks)
Immune to cold
Skilled: Grapple 4
Skilled: Bear Hug 5
Attack: 5k2
Attack (Grapple): 6k2
Damage: 6k3
Passive Defense: 15
Active Defense: 4k1
Bears are native to the forests all over Theah but are found most prevalently in Ussura. They
range in size and color, but all of them are massive and dangerous compared to a human. they are
omnivorous and are sometimes predators and sometimes scavengers. Their scavenging will sometimes
lead them into rural human settlements, but they are more often encountered in the wild. They tend to
attack when threatened or when their young are threatened but are otherwise cautious and avoidant.
Black Wolf 31 MP
Brawn 4
Finesse 3
Wits 1
Resolve 2
Panache 3
Natural Weapon (Bite) Attack 4
Strong Damage (1k2)
Strong Defense (4 ranks)
Limited Porte
Skilled: Ambush 3
Supreme: Ambush +10
Attack: 7k3
Damage: 5k2
Passive Defense: 19
Active Defense: 5k1
In the first days of the Montaigne invasion of Castille, Porte sorcerers infiltrated Castille's
northern and western fortresses with blooded objects. They then sent dogs of war through the portals.
The dogs went completely mad in the process, but by then they were on the Castillian side of the
portals and wreaking havoc behind enemy lines. When the Castillians began adapting and the tactic lost
its luster, some of these dogs still remained...but soon vanished. Rumors spread around Castille and
Montaigne of crazed wolves that leap seemingly out of nowhere to maul hapless victims.
41
Boca 12 MP
Threat Level 2 Brute Squad
Climber
Weak Poison (Blind Thorns)
Attack: 8k2
Damage: 4 + Blind Thorns
Passive Defense: 15
Active Defense: 6k2
Boca are large rodents originally native to the Midnight Archipelago but are being brought to
Theah by the man ships moving to and from the islands. These rodents are aggressive but sly. They will
attack only if they have the advantage of great numbers, usually in two or more brute squads. Groups
tend to break up and run when a few of their numbers fall, but they will soon regroup and attack
somewhere or sometime else. They are known to carry several nasty diseases, some of which can affect
their victims quickly (and can be mechanically treated as a weak poison).
Bull 28 MP
Brawn 5
Finesse 3
Wits 1
Resolve 3
Panache 2
Natural Weapon (Horns) Attack 3
Average Damage (0k2)
Average Defense (3 ranks)
Fast Runner
Weak Armor (-5 flesh wounds)
Skilled: Sprinting 5
Attack: 6k3
Damage: 5k2
Passive Defense: 19 (-5 flesh wounds)
Active Defense: 5k1
Bulls are the sport of choice for much of Castille. Matadores duel these beasts in massive arenas
in a sport that is as much ritual and performance as it is combat. The bull is at times the centerpiece of
such spectacles and they are admired in Castille for their nobility and tenacity.
42
Canine 21 MP
Brawn 3
Finesse 3
Wits 1
Resolve 2
Panache 3
Natural Weapon (Bite) Attack 3
Average Damage (0k2)
Strong Defense (4 ranks)
Skilled: Stealth 3
Specialized: Stealth +5
Attack: 6k3
Damage: 3k2
Passive Defense: 19
Active Defense: 5k1
Canines can represent a dog of any size or type, from small pets to large wolves. The traits
given here are for larger breeds of dogs and wolves, as those are the types of canines heroes are much
more likely to find in combat. Canines are expert hunters and predators, using pack tactics and stealth
to hunt prey whenever possible.
Clockwork Automaton 39 MP
Brawn 4
Finesse 2
Wits 1
Resolve 4
Panache 2
Natural Weapon (Fists) Attack 5
Natural Weapon (Crossbow) Attack 4
Average Damage (Fists: 0k2)
Strong Ranged Damage (Crossbow: 3k2)
Average Defense (3 ranks)
Strong Armor (-10 flesh wounds)
Deft: Beat 4
Attack (Fists): 7k2
Attack (Crossbow): 6k2
Attack (Beat): 6k2
Damage (Fists / Beat): 4k2
Damage (Crossbow): 3k2
43
Passive Defense: 15 (-10 flesh wounds)
Active Defense: 4k1
These strange contraptions roam some of the world's Syrneth ruins. Most of them are no longer
animate, but by chance or fate or some stranger stuff, some of them still move...and attack. Many of
them seem to have been built for the purpose of guarding the ruins and they continue to do that work
doggedly, much to the misfortune of any unwise adventurers.
Drachen 77 MP
Brawn 8
Finesse 3
Wits 4
Resolve 5
Panache 3
Natural Weapon (Claws) Attack 4
Natural Weapon (Breath) Attack 5
Brutal Damage (Claws: 0k3)
Brutal Damage (Breath: 3k3)
Average Defense (3 ranks)
Weak Armor (-5 flesh wounds)
Fear Rating 3
Terrifying Spectacle
Flight
Burrowing
Deft: Corps-a-corps 3
Skilled: Occult 5
Skilled: History 5
Attack (Claws): 7k3
Attack (Breath): 8k3
Attack (Corps-a-corps): 6k3
Attack (Terrifying Spectacle)
Damage (Claws): 8k3
Damage (Breath): 3k3
Damage (Corps-a-corps): 8k1 (TN 40 + damage to resist)
Passive Defense: 24
Active Defense: 7k4
Drachen are a long-lost race of beings once native to Eisen. Legend has it that most of them
were destroyed before the dawn of history, but rumors persist that a few still lurk in the deepest caves
and mines of Eisen and elsewhere, watching, waiting...
44
Feline Variable MP
Brawn 1-3
Finesse 4-5
Wits 1
Resolve 2
Panache 3
Natural Weapon (Bite) Attack 3
Weak to Strong Damage (1k1, 0k2, or 1k2)
Strong to Iron Defense (4 or 5 ranks)
Skilled: Stealth 4 to 5
Climber
Attack: Varies
Damage: Varies
Passive Defense: Varies
Active Defense: Varies
Felines are small to medium-sized animals, from house cats to lions and tigers. Bobcats and
mountain lions prowl Theah’s wilderness, while the Crescent Empire and traveling Fidheli carnivals
feature lions and tigers from exotic, far-flung places. Panthers stalk the jungles of the Midnight
Archipelago, while house cats are found in every nation.
Forest Fiend 20 MP
Threat Level 3 Brute Squad
Flight
Sorcery Resistance (+5 TN to target with sorcery)
Attack: 9k3
Damage: 7
Passive Defense: 20
Active Defense: 9k3
Forest Fiends are vicious, sadistic creatures that lurk in the forests of Montaigne and elsewhere
in Theah. They tend to come out at night, but they have been known to attack solitary travelers on
forest paths at any time. They swoop down from trees to harass victims and while they are often
difficult to hit, their fragile frames often make encounters short and violent.
45
Ghost 32 MP
Brawn 2
Finesse 3
Wits 3
Resolve 3
Panache 3
Possession (Resolve TN 15 to resist)
Incorporeal
Average Defense (3 ranks)
Fear Rating 2
Sorcerous: Sorte: Black 5
Attack: N/A
Damage: N/A
Passive Defense: 21 (Incorporeal)
Active Defense: 6k3
Ghosts are dead souls that carry some unresolved matter in the world. Ghosts will attempt to
resolve whatever keeps them chained to the world, but they are not always benevolent toward the
living. They are often resentful, or even hateful, toward any hapless heroes that encounter them. Ghosts
cannot directly affect the world, so their usual means to resolve their matter is to possess a living host,
which a Ghost can do as one action. Possessed characters have white irises and speak in the Ghost’s
voice, but are otherwise physically unchanged. The Ghost may use the host’s eyes to read Black fate
strands using the Ghost’s Black fate knack. Ghosts may use both the apprentice and adept levels of
Sorte for their Black strands (although they rarely possess other fate knacks). Ghosts can leave a
possessed body at will, and will usually not willingly leave until their issue is resolved or unless they
are tricked or exorcised. Mirrors facing one another can trap a Ghost (even one possessing someone)
within one of the mirrors if the Ghost is tricked or forced to walk between them.
Ghoul 15 MP
Brawn 3
Finesse 2
Wits 2
Resolve 2
Panache 2
Natural Weapon (Claws) Attack 3
Weak Damage (Claws: 1k1)
Average Defense (3 ranks)
Immunity to poisons
Skilled: Scrounging 2
46
Attack (Claws): 5k2
Damage (Claws): 4k1
Passive Defense: 18
Active Defense: 5k2
Ghouls are nasty creatures that scavenge corpses of the newly dead or even the unfortunate
bodies of the soon-to-be-dead. Ghouls usually come out at night and in small groups, but they will only
show themselves if there is food for them, that is to say human flesh. They only eat the dead, but they
will carry off knocked out or incapacitated characters to wait for their death and then feast. Ghouls are
cowardly, though, and defeating one is likely to chase off any others within sight. That is no guarantee
that the survivors won’t return later, though.
Hinde 40 MP
Brawn 3
Finesse 6
Wits 2
Resolve 2
Panache 3
Natural Weapon (Antlers) Attack 2
Average Damage (Antlers: 0k2)
Iron Defense (5 ranks)
Fast Runner
Immune to cold
Skilled: Sprinting 5
Sorcerous: Pyeryem: Speak 2
Deft: Charge 3
Attack (Antlers): 8k6
Damage (Antlers): 3k2
Passive Defense: 18 (33 when running)
Active Defense: 6k1
Hinde look like massive reindeer that stand taller than the largest horses and glow in moonlight
with shifting colors like the aurora borealis. They are surprisingly intelligent and can even speak with
other animals to use them as a vast network of informants and allies in the Ussuran steppes. This
intelligence and their ability to outrun literally anything in Theah make them exquisite game for
Ussuran hunters, and as such Hinde pelts are treasured above all else in Ussuran fashion and finery. It
usually takes entire hunting bands a week to hunt a single Hinde, at the conclusion of which is an
elaborate ceremony punctuated by a palpable mourning and recognition for the power, grace, and
intelligence of the Hinde itself. If left to themselves, Hinde are prey animals and will run away from
threats. If they are pressed into combat or if their animal allies call for their help, though, Hinde can
make fierce opponents to even very skilled characters.
47
Horse 20 MP
Brawn 4
Finesse 4
Wits 1
Resolve 2
Panache 2
Natural Weapon (Trample) Attack 1
Weak Damage (Trample: 1k1)
Strong Defense (4 ranks)
Fast Runner
Skilled: Sprinting 4
Attack (Trample): 5k4
Damage (Trample): 5k1
Passive Defense: 15 (24 while running)
Active Defense: 5k1
Horses are the beast of burden of choice for most of Theah. Some are bred and raised to ride
swiftly, while some are raised for farm labor. Draft horses may have +1 Brawn, while riding horses
may have +1 Finesse. The elite Windrunners of the Crescent Empire have +1 Finesse and + 1 Panache.
The statistics given here are for average, middle-of-the-road horses.
Kobold 10 MP
Threat Level 1 Brute Squad
Climber
Deft: Pommel Strike 2
Attack (Sharp sticks): 7k1
Attack (Pommel Strike): 8k1
Damage (Sharp sticks): 5
Passive Defense: 10
Active Defense: 6k1
Kobolds are native to the Schwartzen Walden of Eisen but have been known to lurk in other
deep forests. They climb trees to leap down on unsuspecting travelers, harassing them and poking them
with sharp sticks. In large groups and against small groups of people at the same time, they can pose a
legitimate threat, but usually they are merely a nuisance for the travelers of Theah’s deep woods. They
are often harbingers of much more dangerous things, though, as their ruckus tends to upset or attract
larger monsters also native to the woods, so monster hunters like to dispatch Kobolds quickly and
cleanly.
48
Leviathan 61 MP
Brawn 7
Finesse 3
Wits 2
Resolve 6
Panache 2
Natural Weapon (Slam) Attack 4
Brutal Damage (Slam: 0k3)
Average Defense (3 ranks)
Swimming
Water Breathing
Sorcerous: Laerdom: Elska (increase precipitation) 4
Sorcerous: Laerdom: Kjolig (decrease temperature) 4
Sorcerous: Laerdom: Nod (increase wind severity) 4
Attack (Slam): 7k3
Damage (Slam): 7k3
Passive Defense: 18
Active Defense: 5k2
Leviathans are titanic, intelligent whales that fiercely protect the seas. They appear for unknown
reasons, as they have sometimes been encountered in the midst of whaling hunts but sometimes during
routine passage across the seas to the Midnight Archipelago. Some uncharted islands seems to be
guarded by Leviathans, but these islands are all but unknown since encounters with Leviathans usually
kill all aboard any unlucky ship that happens to find such and island. Leviathans have the uncanny
ability to control the weather, enough to create a terrible storm severe enough to capsize a ship. They
seem to prefer that tactic, but if that fails a Leviathan has a massive body, at least four times the size of
any known whale, to throw at a ship. Leviathan attacks and damage can be applied in ship combat rules
as well as in standard combat, as their massive size easily qualifies them for damage upon a ship.
Smaller Leviathans exist, and GMs are encouraged to reduce Brawn and/or Resolve for smaller sea
monsters, and to remove the Laerdom knacks for more traditional sea serpents and the like.
Siren 22 MP
Brawn 3
Finesse 3
Wits 2
Resolve 2
Panache 3
Natural Weapon (Bite) Attack 2
Average Damage (Bite: 0k2)
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Average Defense (3 ranks)
Swimmer
Water Breathing
Skilled: Grapple 3
Skilled: Break 2
Attack (Bite): 5k3
Attack (Grapple): 6k3
Attack (Break): 5k3
Damage (Bite): 3k2
Passive Defense: 18 (6 on land)
Active Defense: 5k2
Sirens are insidious beasts who impersonate women out to sea. From afar, they appear to tread
water and cry out, or sometimes sing. As a boat or swimmer closes in, they will bob in the water face-
down and act as though they are drowning. When a victim approaches up close, the siren will turn over
and attack with massive jaws. A typical tactic is to grapple a human and draw them under, subjecting
the victim to drowning rules in addition to normal damage. Each dramatic wound dealt to a hero while
drowning provokes a fresh, increasingly difficult Resolve check. Use of the bite attack and the break
knack in the grapple will assure this if the human does not pry free soon into the combat. Sirens are
aquatic creatures, though, so catching or dragging one ashore deprives most of the creature’s
advantages. Some variants of sirens exist in other environments, such as the Snow Maidens of Ussura.
These monsters will sing and dance to lure unwise men into the woods to join in their revelry, only to
find themselves soon lost and freezing in the woods. Snow Maidens will ait and torment the victim
while he slowly freezes to death, but if need be they also have claws (instead of the siren’s bite) to
attack or to defend themselves. Snow Maidens may have several ranks in Glamour or Laerdom knacks
in place of the siren’s grapple and break knacks, used to appear more alluring.
Swamp Spiders 15 MP
Threat Level 2 Brute Squad
Strong Poison (Witch Flesh)
Climber
Attack (Bite): 8k2
Damage (Bite): 4 + Witch Flesh
Passive Defense: 15
Active Defense: 6k2
Swamp spiders are native to Vodacce but can exist in other swamps and marshes all over Theah.
Unlike most spiders, they are aggressive and attack in small swarms (brute squads). Their primary
means of incapacitating victims is their potent poison, delivered by bite. Some spiders in the Midnight
Archipelago are large, like tarantulas (Threat Level 3), while others have been known to be extremely
toxic (add Lethal Poison in lieu of Strong Poison).
50
Verschlingen 50 MP
Brawn 6
Finesse 5
Wits 1
Resolve 4
Panache 2
Natural Weapon (Bite) Attack 3
Vicious Damage (Bite: 2k3)
Strong Defense (4 ranks)
Lethal Poison (Beetle Venom: Bite)
Strong Poison (Legion’s Caress: Skin)
Deft: Corps-a-corps 5
Attack (Trample): 8k5
Attack (Corps-a-corps): 10k5
Damage (Trample): 8k3 + Beetle Venom
Damage (Corps-a-corps): 6k1 + Legion's Caress
Passive Defense: 19
Active Defense: 5k1
The Verschlingen is a singular, giant snake that stalks the Eisen countryside. It’s presence seems
to bring famine and plague with it, so luckily only one has been recorded…so far. It is massive,
measuring up to 200 feet long and is eight feet wide at the center of the body. It’s bite is certain death to
its victim, delivering a lethal toxin by its bite. Even contact with its body has been known to cause
severe illness for months after contact. The creature has been known to blight the land for miles around
it, and this effect seems to last months as well. It is a major threat to all the people of Eisen and it is the
primary target of any experienced (or foolish) monster hunter. Killing such a creature would bring well-
deserved reputation in Eisen, not to mention the monumental bounties offered for the creature’s head
(in a tightly-closed bag, of course).
Zombie 25 MP
Brawn Host + 1
Finesse Host -1
Wits 1
Resolve Host +1
Panache 2
Natural Weapon (Fists) 3
Weak Damage (1k1)
Weak Defense (2 ranks)
Possession
Skilled: Grapple 5
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Deft: Fortitude 2
Attack (Fist): varies
Attack (Grapple): varies
Damage (Fist): varies
Damage (Grapple): varies + Possession
Passive Defense: 11
Active Defense: 3k1
Zombies are the dead, controlled corpses of unlucky adventurers. A small parasitic worm
controls these bodies and drives them to seek out fresh victims to procreate itself. Zombies have several
traits based on the host, but no matter the host they are mindless and relatively slow. The body plods
along and will seek to close range as fast as possible so that the parasite can administer the possessing
infection attack. This attack is unique to the Zombie and must be done while a character is grappled by
a Zombie. The Zombie must spend one action while already in a grapple and a few of the parasite's
larvae will fall from the Zombie onto the victim and immediately try to burrow into the victim. The
victim gets a TN 5 Resolve check to resist this. If resisted, the larvae remain and continue their work at
the end of each round and whenever the Zombie takes another action (which may be ot do something
else, like grapple a second victim). The TN to resist the larvae's intrusion increases by 5 in each
attempt, so unless a character removes the larvae, infection and possession is an inevitability.
Characters may brush off the larvae with an action and a successful Finesse + Parry or First Aid check
at TN 20. Once a character fails just one Resolve check against the larvae, the character is infected. The
character then has less than an hour before he or she becomes a Zombie.
52
Mass Combat Systems
Some combats in 7th Sea occur on a massive scale that normal combat simply cannot
handle. These wars, battles, or massive combats require a quicker way to narrate the action while
still providing a game system that players can use.
Mass combat occurs in four stages in 7th Sea, some of which “zoom in” to individual
actions, but some of which represents more large-scale strategy and results.
Each hero and villain (but generally not henchmen, let alone brutes) take part in
Engagement and Personal Results. These results contribute to the overall war effort for the
characters' sides.
Incitation and Strategy concerns only the leaders of each side. Each side elects a
“general” (which may literally be a general, an admiral, or may just be the person with the most
leadership in a riot or a mutiny). Generals use Wits in addition to the Incitation and Strategy
knacks, so generals may be chosen with these in mind. Some schools even grant special abilities
in mass combat, so characters possessing such schools are often de facto generals in mass
combats. It is not unusual, for example, for a ship captain to hand over control to a capable
sergeant-at-arms with specific military training during a prolonged engagement.
Step 1: Incitation Phase
This phase only occurs once, at the very beginning of the mass combat. This phase
represents the leaders of each side organizing and rallying their respective sides to do battle.
Generals roll Wits + Incitation k Wits. Set aside a token for every 10 the general gets
on this roll. These tokens may be used ahead of any roll in the mass combat to add a
static +5 to the roll's result.
Quartermasters roll Wits + Logistics k Wits. Quartermasters can be literally that, or
they can be anyone helping the general organize the battle effort. Set aside a token for
every 10 the quartermaster gets on this roll. These tokens may be used ahead of any roll
in the mass combat to add a static +5 to the roll's result.
Step 2: Engagement Phase
Heroes and Villains from each side may now influence the combat. Heroes and Villains
choose their level of engagement: Reserves, Disengaged, Engaged, or Heavily Engaged. Each
represents an increasing level of commitment to the thick of battle. More engagement means a
character will get knocked-around more, but it also means that they will contribute more to the
53
larger effort.
Characters (Heroes and Villains) who select “Engaged” level of engagement add 2 to
their general's Strategy roll at the end of the round.
Characters (Heroes and Villains) who select “Heavily Engaged” level of engagement
add 5 to their general's Strategy roll at the end of the round.
Characters should note their level of engagement from round to round, as it affects
Personal Results and Heroic Opportunities.
Step 3: Personal Results Phase
Heroes and Villains roll 1k1 (rerolling 10's), adding the character's Wits + Tactics as a
static number. At the onset of a mass combat, each side is considered to be “Even,” unless the
GM determines that the circumstances at the start of the battle significantly favor one side (such
as in an ambush). As the mass combat moves into later rounds, sides will shift to be winning,
even, or losing (see “Strategy,” below). Consult the roll on this table:
Do not reroll 10's in the above damage rolls.
Characters subtract their Brawn + Defense Knack from the total incoming flesh wounds
before making a wound check to resist as normal.
Record the given Reputation award aside from normal Reputation (a character's
accumulated award will be added after the mass combat concludes).
Bold, italic entries indicate Heroic Opportunities. Heroes (not Villains) who have bold, italic
Personal Results on the table above now have an even greater opportunity to influence the battle.
They roll 1d10:
1: Medic: The hero may forgo Personal Results roll on the next round to heal all
Wounds and 1 Dramatic Wound (instead of rolling on the above chart). This means
Winning Reserve Disengaged Engaged Heavily Engaged
Even Reserve Disengaged Engaged Heavily Engaged
Losing Reserve Disengaged Engaged Heavily Engaged
1-3 2k2 Wounds 3k3 Wounds 4k4 Wounds 4k4 Wounds 5k5 Wounds 6k6 Wounds
0 Reputation 0 Reputation 1 Reputation 2 Reputation 3 Reputation 4 Reputation
4-6 2k2 Wounds 2k2 Wounds 3k3 Wounds 4k4 Wounds 4k4 Wounds 5k5 Wounds
0 Reputation 1 Reputation 1 Reputation 2 Reputation 4 Reputation 5 Reputation
7-9 1k1 Wounds 2k2 Wounds 2k2 Wounds 3k3 Wounds 4k4 Wounds 4k4 Wounds
1 Reputation 1 Reputation 2 Reputation 3 Reputation 4 Reputation 5 Reputation
10-11 1k1 Wounds 2k2 Wounds 2k2 Wounds 3k3 Wounds 3k3 Wounds 4k4 Wounds
1 Reputation 1 Reputation 2 Reputation 3 Reputation 5 Reputation 6 Reputation
12-14 0 Wounds 1k1 Wounds 2k2 Wounds 2k2 Wounds 3k3 Wounds 3k3 Wounds
1 Reputation 1 Reputation 2 Reputation 4 Reputation 5 Reputation 6 Reputation
15-17 0 Wounds 1k1 Wounds 1k1 Wounds 2k2 Wounds 2k2 Wounds 3k3 Wounds
2 Reputation 2 Reputation 3 Reputation 4 Reputation 6 Reputation 8 Reputation
18+ 0 Wounds 0 Wounds 1k1 Wounds 2k2 Wounds 2k2 Wounds 3k3 Wounds
2 Reputation 3 Reputation 4 Reputation 5 Reputation 7 Reputation 10 Reputation
54
the hero will also not contribute to their general's Strategy roll for the next round
by being Engaged or Heavily Engaged.
2: Pick Up Banner: The hero may pick up a fallen banner for +1 Reputation per
round starting with this one, but the hero also loses 1ukd to all rolls until the
banner is discarded or the battle concluded. A hero may opt to discard the banner
during the Engagement phase, but he or she loses all mass combat Reputation
gained so thus far if the banner is lost in this way. A hero may opt not to take up the
banner in the first place at no penalty.
3: Hold This Ground: The hero may choose to remain at the current level of
engagement for this round and the next to gain +1 Reputation for Engaged and +2
Reputation for Heavily Engaged. If ground is held, the hero's general may add an
additional 4 to his or her Strategy roll at the end of next round.
4: Break the Line: Next round, the hero may subtract 2 from Personal results and
gain +2 Reputation. Add 2 to the general's Strategy roll if the hero is not knocked
out at the end of next round.
5: Clear Shot: The hero may make shot at long range against the opposing
commander at TN 20. If successful, gain +1 Reputation and add 3 to the hero's
general's next Strategy roll. This may only be attempted if the hero has a weapon or
mean to commit a ranged attack.
6: Draw the Line: The hero may remain Heavily Engaged for the next two rounds
to gain +2 Reputation in each of the next two rounds and add 3 to the general's
Strategy rolls in those rounds.
7: Save a Comrade: The hero may remain Heavily Engaged for next 2 rounds and
gain +2 Reputation and + 2 Karma in each of those rounds. Karma is gained
immediately after each round, but Reputation is set aside like other Mass Combat
Reputation.
8: Take Banner: This may only be taken if the hero is Heavily Engaged the round
this is rolled. Taking the enemy's banner requires a duel, but declining this duel
does not cost reputation. Success in the duel means the hero may attempt to capture
the enemy banner. The hero must move the banner from Heavily Engaged to
Reserve engagement, one step at a time over the next three rounds. The hero loses -
4 to Personal Results while he or she has the banner. The hero gains +3 Reputation
if the hero survives through the end of the round in which the banner is returned to
Reserve engagement. Also on that round, the hero's general gains +10 to the
Strategy roll.
9-10: Duel: The hero may enter single combat with an enemy villain or henchman
(GM's choice). The winner adds +5 to his or her general's next Strategy roll.
Refusing a duel costs Reputation as normal.
Step 4: Strategy Phase
When the Personal Results phase is over, both generals should have a static modifier to
their Strategy roll based on their heroes and villains level of engagement, and from their heroes
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Heroic Opportunities. Next, both generals choose one of ten different strategies to end the round.
These strategies represent how the general was directing the troops in the current round.
Generals secretly write down their strategic commands for the round and reveal them
simultaneously. The GM determines who is the Attacker and who is the Defender. The original
aggressor is usually the initial attacker, but in subsequent rounds the winner of the last round is
the Attacker. When the general's respective tactics are revealed, consult the following chart. The
result is added or subtracted from the Attacker's Wits + Strategy roll.
Command Schools such as Steil, Montague, Olmos, and Unabwendbar have knacks that
correspond to the above strategies. These are not rolled in lieu of Wits + Strategy. Rather, they
are added as a static modifier to the general's Wits + Strategy at a rate of (ranks x mastery level)
when that specific strategy is chosen for the round. So, for example, a journeyman of Steil with
three dots in Flank who is using Flank in the round may add 6 (3 ranks x 2 for journeyman
mastery) to the end of his Wits + Strategy roll.
Some examples of other conditional modifiers to the Strategy roll include:
Army is in a fortified position: +5 to +20
Army has high ground: +5
Army on difficult ground: -5
Attacked midstream: -10
3 to 2 advantage: +5
2 to 1 advantage: +10
3 to 1 advantage: +15
4 to 1 advantage: +20....etc
After the Wits + Strategy roll, including all Personal Results, Strategic, and miscellaneous
modifiers, the general with the higher total wins the round. A general must win three consecutive
rounds to win the mass combat, although prolonged battles may begin to take their toll on each
side and the GM may improvise win conditions for specific types of battles (“hold out for four
rounds” or “first side to win two rounds wins,” for example).
Defender
Advance Charge Envelop Flank Hold Regroup Scout Set Trim Withdraw
Advance 0 0 -10 -5 +5 +5 0 -5 0 +10
A Charge 0 0 -15 -10 -5 +15 +10 -15 +5 +15
t Envelop +10 +15 0 -5 -10 +10 -5 +5 -15 -5
t Flank +5 +10 +5 0 0 -5 +10 0 -15 -10
a Hold Ground -5 +5 +10 0 0 -15 0 0 +5 0
c Regroup -5 -15 -10 +5 +15 0 +5 +10 -5 0
k Scout 0 -10 +5 -10 0 -5 0 +5 +15 0
e Set vs Charge +5 +15 -5 0 0 -10 -5 0 0 0
r Trim Line 0 -5 +15 +15 -5 +5 -15 0 0 -10
Withdraw -10 -15 +5 +10 0 0 0 0 +10 0
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End of Mass Combat
When one side has won three consecutive rounds or
the GM's alternate win conditions are met, the battle is
over.
The calculate casualties, consult the the table. For a
more grizzly battles, GMs may opt to use this table after
each round, using half the number shown.
The winners of the battle gain all the Reputation
they earned in the battle. Losers gain only half as much as
they earned. Reputation written down during mass combat
may now be added thus to character sheets.
Winner Loser
Roll Dead/ Injured Dead / Injured
1 1% / 2% 2% / 5%
2 2% / 5% 5% / 10%
3 5% / 10% 10% / 20%
4 10% / 20% 20% / 25%
5 2% / 10% 5% / 20%
6 5% / 20% 10% / 25%
7 10% / 25% 20% / 40%
8 20% / 40% 25% / 50%
9 5% / 25% 10% / 40%
10 10% / 40% 20% / 50%
57
Naval Systems and Naval Combat
Ship Traits
Ships in 7th Sea have parallels to the same traits as characters. Ship traits represent
different parts of a ship, as noted here.
Duty Leads
Duty Leads are the leaders of a ship's crew.
They are often heads of teams doing one particular job,
such as rigging or carpentry. Sometimes they work
alone, such as a ship's accountant. In either case, when
a roll is required for these jobs, the duty leader for that
job takes the lead and their skill is taken to represent
the crew's efforts in that task.
When a ship needs to make a skill check, it uses
the most appropriate ship's trait + the knack of an appropriate duty leader. Therefore, the ship
contributes the kept dice, and the duty leader contributes the unkept dice. It is important that the
duty leaders are skilled in their duty's knack, but it is also important that the ship is prepared to
carry out the task that the crew asks of it. Some tasks are more individual and take one of the
duty lead's traits instead of the ship's, such as the navigator (see below).
Duty Leads, in order of rank Knack (Unkept) Typical ship trait used (Kept)
Captain Leadership Ship's Finesse
First Mate Leadership Ship's Finesse
Second Mate Leadership Ship's Finesse
Sergeant-at-Arms Tactics Sergeant's Wits
Bosun Incitation Bosun's Panache
Gun Captain Gunnery Ship's Finesse
Pilot Piloting Ship's Wits
Trait Ship Trait Use
Brawn Cannons Damage
Finesse Crew To Hit
Wits Rudder Passive Defense
Active Defense
Resolve Hull Wound Checks
Dramatic Wounds
Panache Sails Initiative
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Master of the Tops Rigging Ship's Panache
Navigator Navigation Navigator's Wits
Paymaster Accounting Paymaster's Wits
Master Carpenter Craft (Carpentry) Ship's Resolve
Ship Combat
Ship combat takes place on a hex grid, with each ship facing a side of the hex it is in (as
opposed to a corner). Moving, turning, attacking with cannons, and boarding all depends on this
hex grid. Ships use a similar system for combat, although everyone on a ship is rolled into one
combatant, represented by the ship's own initiative and actions instead of individuals' actions.
Actions
Move = Rigging + Ship's Panache. Base TN = 10. Moves the ship forward one hex.
Every two raises taken moves the ship straight forward one additional hex.
o Drifting: At the end of each combat round, each ship drifts a number of hexes in a
straight line equal to the ships' Resolve.
o Collisions: If a ship collides with another ship, add the moving ship's Resolve and
the number of spaces it moved before colliding into the same hex as the other
ship. This number is dealt to each ship in dramatic wounds. Both pilots may make
a Piloting + Ship's Wits roll to reduce these wounds by 1 for every 10 rolled.
Ships that collide as the result of drifting take only the greater of both ship's
Resolve in dramatic wounds, and both pilots may make the same check to reduce
these dramatic wounds.
Turn = Piloting + Ship's Wits. Base TN = 10. Turns the ship one hex side. Three raises
turns the ship two hex sides instead of one, but no more raises may be taken to turn any
more in the same action. A ship may not use action dice lower than its Resolve to turn;
larger ships require more time and advance notice to turn.
Attack = Gunnery + Ship's Finesse. The
base TN to hit a ship is it's Passive
Defense (Wits x 4 + Piloting x 3). Each
raise taken to hit a ship adds an unkept die
to the subsequent damage roll. The range
for an attack is equal to a number of hexes
out from the two faces on one side of the
ship's hex equal to the ship's Resolve. (See
diagram).
59
Damage = Ship's Brawn. Deals Flesh Wounds to another ship after a successful hit.
Damage for basic shot is BkB for the Brawn allocated to that side of the ship. Brawn is
allocated to either side of a ship, so the side from which the attack was fired determines
how much Brawn can go into this roll. Special shot may be purchased at additional cost.
Special shot affects specific parts of a ship but may deal more damage:
o Chain Shot: +2k0, targets Panache
o Explosive Shot: +2k0, targets Resolve
o Grape Shot: +2k0, targets Finesse
Board = Leadership + Ship's Finesse. Base TN = 10 + (10 for every Resolve of your
opponent's ship greater than your own). Success begins Mass Combat between the two
ships. Each raise taken to the Boarding check gives every hero on the boarding ship + 1
to their personal results for the first round of this Mass Combat. Mass Combat proceeds
normally, with victory achieved by the crew that first earns three consecutive wins in
these rounds. It is recommended that GMs halve the reputation gains for Mass Combat in
ship combat since the fighting is on a much smaller scale. See the Mass Combat rules
for more details.
At the GM's option, for less dramatic or crucial engagements, boarding may be extrapolated thus
to save a bit of time:
Each Sergeant-at-Arms rolls Tactics + Ship's Finesse.
Add an unkept die for each raise the boarding ship took in the Boarding check.
The winning side “marks” one of the other's ship's remaining Finesse. (“Marked” ship
Finesse is not lost for future rolls). An additional Finesse is marked for every 15 the
winning ship beat the opposing ship. If all of a ship's remaining Finesse are marked, the
crew is subdued and the ship loses the battle.
Other Actions: Circumstances may require the GM to ask the players to spend Ship
actions to perform personal or miscellaneous actions aboard a ship while it is in combat.
Putting out fires, actively looking out for something, or hiding cargo in hidden holds are
all examples of such actions. PCs do not roll initiative normally while in ship combat, so
any other actions that they or the crew take usually come out of the ship's initiative. The
GM may allow a character to roll normal personal initiative and act in the same initiative
round as the ships if a situation warrants it.
Other Ship Statistics
Passive Defense = (Ship Wits x 4) + (Piloting x 3). Piloting is used as a ship's defense
knack in the same way footwork, parry, and other knacks are used as defenses for
characters.
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Active Defense = Piloting + Ship Wits k Ship Wits. Active Defenses are taken with
ready or interrupt actions just as characters use active defenses.
Flesh Wounds: Ships receive wounds similar to characters, although larger weapons are
required to damage ships normally. Weapons normally designed to damage characters,
such as muskets or swords, deal -0k2 damage to ships. A ship's wound check is Craft
(Carpentry) + Resolve.
Dramatic Wounds: Ships receive dramatic wounds as well, although they are more
specific than characters. When a ship fails it's carpentry check to resist flesh wounds, it
receives one dramatic wound plus one more for every twenty by which it failed. Ship
dramatic wounds are dealt to the ship's traits. Normally, the ship's crew (the players)
choose which traits are hit when dramatic wounds are suffered. Damaged traits are
temporarily reduced until the ship can be repaired in a port. Reduced traits take
immediate effects on the ship's stats and die rolls.
Special shot (see above) is used to target specific parts of a ship so as to remove the
defender's choice in what part of the ship is damaged by dramatic wounds.
Whenever a dramatic wound is suffered, every PC on the ship takes 1k1 flesh
wounds.
When a ship has taken dramatic wounds equal to twice its Resolve, it begins to
sink. 1 die:
1 = Hits bottom and does not sink, although it is immobilized.
2 = Sinks gently. Submerged in 5k5 rounds.
3-4 = Lists to port. Submerged in 3k3 rounds. Port side submerged in half that time.
5-6 = Lists to starboard. Submerged in 3k3 rounds. Starboard side submerged in half that
time.
7-8 = Breaks up. Pieces submerge in 2k2 rounds.
9 = Sinks rapidly. Submerged in 1k1 rounds.
10 = Sinks immediately. Everyone aboard must make a TN 25 Brawn + Swimming check
or die with the ship.
Draft: Equal to a ship's Resolve. This is how low a ship sits in the water, the higher the
number the lower the depth. Hexes have a draft rating that measures their depth, and a
ship may not enter a hex of a depth lower in number than the ship's draft. Doing so deals
the ship a dramatic wound for every depth less than the ships' draft. The ship is then in
the hex and may pass out of it, but only one hex at a time. Raises may not be taken to
move additional spaces out of a hex whose depth is lower than a ship's draft.
Drama Dice: Ships have their own Drama Dice to use on ship actions. PCs may or may
not contribute their own personal Drama Dice to ship actions, at the GM's discretion.
Typically, a duty leader is free to use his or her own Drama Dice on ship actions that they
lead. Ships receive three Drama Dice at the start of each combat.
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Character Creation
Character creation has been changed a couple of ways for a couple of reasons. First, the
restructuring of skills and the balancing of other parts of the character required readjustment of
costs. Second, Hero Points have been done away with to streamline the revised costs into
Experience Points (XP). These changes are meant to make buying any part of a character during
the game a bit simpler and clearer, but most of all these changes reflect the emphasis on balance.
The costs at character creation are the same as the costs for XP once play begins. Some of
the parts of a character should be noted, as there may be limits to what can be bought with XP at
character creation. Some things may only be bought later, during play, and will be noted as such.
The GM determines each hero's starting XP. Here is a good scale for GMs to follow:
200 XP: Completely green heroes. This is good for very young or inexperienced starting
heroes, particularly at the start of a long-term game.
225 XP: Typical starting heroes. These heroes will have a few key strengths and stand out
among non-hero NPCs, but just so. This is a good typical starting point for most games.
250 XP: Veteran heroes. These heroes will have a significant advantage over most non-
villain or major henchmen NPCs they meet, but they are still not likely to be masters in
any school or sorcery that they possess. This is a good starting point for a short or
medium-length campaign that the GM wants to start with moderately powerful heroes.
275 XP: Powerful heroes. These heroes are likely to be masters or at least journeyman in
at least one school or sorcery, or have numerous advantages and skills to represent a
fully-developed character. This is recommended for short campaigns.
Players note the GMs starting XP and spends it on the following, in this order:
Traits
o Characters begin with the first dot in all 5 traits for free.
o Characters buy their nation’s choice Trait at new x 5 XP.
Aegeus = Wits
Avalon = Resolve
Castille = Finesse
Eisen = Brawn
Fidheli* = Finesse
Montaigne = Panache
Ussura = Resolve
Vendel = Wits
Vesten = Brawn
Vodacce = Wits
*Fidheli correspond to the Romani or Gypsy people in our Earth. They are
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nomads that are persecuted in much of Theah, but they are most commonly
found in Ussura and Aegeus. They have their own price breaks for
advantages and some schools. They do not receive Aegean or Ussuran
price breaks unless otherwise noted.
o Characters buy all other traits at new x 6 XP.
Advantages
o Advantages range in cost up to 25 XP.
o Some Advantages may only be bought at character creation.
o Some advantages affect the cost of Skills, so Advantages should be bought first.
Skills
o Skills cost 10 XP.
o Skills grant access to Basic and Advanced Knacks, although buying a skill grants
the character only 4 dots to distribute amongst the Skill’s Basic Knacks however
he chooses. More dots in the Skill’s Basic or Advanced Knacks may be purchased
now or later with more XP.
o Basic Knacks cost new x 2 XP.
o Advanced Knacks cost new x 3 XP.
o GMs may opt to limit heroes to 3 dots in both basic and advanced knacks at
character creation. (This will limit characters to Apprentice mastery level in both
schools or sorceries at character creation, regardless of starting XP. GMs should
exercise this option only if they wish heroes to start small).
Languages (See Non-Combat Mechanics for more details on languages)
o Languages cost between 3 and 6 XP.
o The base cost of a Language is based on your nation.
o The cost of a Language may be increased by 1 to be spoken as a native (with no
detectable accent).
o The cost of a Language may be decreased by 1 to be spoken poorly (sometimes
provoking Wits checks to keep up).
o The cost of a Language may be decreased by 2 to be spoken only in acquaintance
(only passing familiarity and a very limited vocabulary).
o PCs are assumed to be literate in their native language, and may pay 1 XP to learn
to read and write in any other language in which they are at least a poor speaker.
Schools
o A character’s first School costs 20 XP if bought within the character’s nation; out-
of-nation schools cost 30 XP.
o Each subsequent School a character buys costs 20 XP, or 30 XP from out-of-
nation, but the character must be at least a Journeyman of all currently-held
schools before buying a new one.
o A character must first buy a School’s curriculum Skills before buying the School.
o All of a School’s listed Knacks are considered Basic Knacks, including any
knacks found in other skills that are otherwise Advanced.
o Characters with schools may buy Exploit Weakness: (School) for other schools as
advanced knacks in their school. Ranks in these knacks may only be purchased if
the character fights the given school (see the Schools chapter for more details).
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Sorceries
o Full-Blooded Sorcery costs 50 XP. A full-blooded sorcerer may buy up to 5 dots in
any of her sorcery Knacks. Full-Blooded sorcery grants 7 free dots in that
sorcery’s knacks at character creation.
o Half-Blooded Sorcery costs 25 XP. A half-blooded sorcerer may buy up to only 3
in any of his sorcery Knacks (and may therefore never attain Adept or Master
proficiency). Half-Blooded sorcery grants only 4 free dots in the knacks at
character creation.
o All sorcery knacks are considered Basic Knacks.
Arcana and Backgrounds have not been removed but have been changed as they are
purchased at character creation.
Hubrises are mandatory. Every great hero, whether in a comedy or a tragedy, has a
defining flaw. One Hubris must be taken at character creation, and this flaw does not
grant extra XP at character creation. It is the price for being a PC (i.e. a hero, as opposed
to a brute or henchman).
Backgrounds are also mandatory, but free. Each hero begins play with 3 dots in
backgrounds, but new backgrounds or additional dots in those backgrounds may be
purchased during play with XP at a rate of new dots x 3. A character may have a number
of backgrounds (regardless of the total number of dots) up to her Panache.
Character creation steps:
1. Buy Traits. Your national Trait is bought at new x 5; all other Traits are bought at new x
6. It is recommended that you spend 75-120 points or so on Traits
2. Buy School / Sorcery. Optional. Schools cost 20, but remember that you must also buy
the school's two curriculum skills in order to join. Full-Blooded sorcery costs 50; half-
blooded sorcery costs 25. Sorcery may only be bought at character creation.
3. Buy Cost-affecting Advantages. These Advantages affect the cost of Skills and should be
bought before you buy Skills.
4. Buy Skills. Each Skill costs 10. It is recommended that you buy at least three skills, at
least one of which being a martial skill.
5. Buy Languages. You are considered fluent in your own nation's language. It is
recommended that the party choose one common language between everyone and that
you set aside 2-5 points (or more) for languages in general.
6. Buy Advantages and Knacks. Buy Advantages and Knack dots with what you have left.
Keep in mind that some Advantages can only be bought now, at character creation.
Knacks cannot be bought higher than 3 dots at character creation. You are likely to have
20-50 points left for this step, but you may have none. You may bank leftover XP.
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Advantages
Advantages in italics are only available at character creation.
The following are cost-affecting Advantages. It is recommended that you buy these
before skills (if at all), unlike other Advantages.
Cost-Affecting Advantages Cost Nation Mechanics
Academy 7 Aegeus (Polemista),
Eisen: 5
You buy Martial Skills for 8 XP instead of
10
Castillian Education 16 Castille only This advantage affects the following Civil
Skills: Artist, Courtier, Doctor, Engineer,
Merchant, Politician, Priest, Scholar, and
Teacher.
You buy each of these skills at 8 XP
instead of 10.
Advanced Knacks in these skills may be
purchased at new dots x 2 (instead of x 3).
Dual Nation 25 Choose two Nations. You buy both of
those nation’s choice Traits at x 5 and you
may gain the discount rates of advantages
for both of the chosen nations.
Linguist 4 Aegeus (Thalassaxira
and Zagkonetka),
Fidheli, Vendel: 3
You buy all languages at -1 XP
Twice-Blooded 50 Dual Nation only You are Half-Blooded in two sorceries,
which must be from the two nations that
you chose for Dual Nation. Buy this
advantage instead of buying sorcery
normally.
University 7 Aegeus (Thalassaxira),
Castille: 5
You buy Civil Skills for 8 XP instead of
10
Physical Advantages Cost Nation Mechanics
Able Drinker 3 Never suffer from inebriation penalties
Accurate Archer 6 Ussuran: 4 +5 to attacks with a bow
Accurate Slinger 4 +5 to attacks with a sling
Accurate Spear Thrower 4 Aegeus (Polemista): 3 +5 to Throw (Spear)
Appearance 6, 12, 18, 24 Achillius, Sidhe-
Blooded, or GM
permission to buy 18 or
24 point levels
+1 ukd to most social rolls per level.
Anything that would directly or indirectly
benefit from a good appearance applies.
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Bearsark 20 Vesten only Immune to fear. May spend Drama Die to
go berserk: mindlessly attack, cannot be
crippled, +5 to all Brawn rolls, gain fear
Rating = 1/2 Panache (rounded up),Wits
reduced to 0, Wits TN 5 to tell friend from
foe, age a week for every round in berserk.
Cold Climate Conditioning 3 Highland Marches,
Ussuran, Vesten: 2
Take -1 ukd of environmental effects from
cold
Combat Reflexes 6 Aegeus (Polemista): 5 May reroll one initiative die each round
(must keep the second result)
Firm Grip 5 +5 to resisting Bind and Disarm; +5 to
Grapple knack checks
Large 8 Vesten: 6 +1 ukd to damage and Intimidation rolls
Left-Handed 6 Vodacce: 4 +1 ukd to attacks made with your left hand
Lightning Reflexes 8 Fidheli: 7 Once per round, you may use any phase’s
action die for interrupt Active Defense
(instead of two if not ready)
Pain Tolerance 7 Aegeus (Raulmunti ),
Ussuran: 5
You may take your Resolve + 1 before
being crippled (but you are still
incapacitated at twice your Resolve)
Pirate Trick 7 Learn one Pirate Trick (Pirate Nations, pg.
94-95; see Rogers School, below)
Poison Immunity 4 Aegeus (Raulmunti): 3 You are immune to one poison of your
choosing. You may take this Advantage
multiple times for multiple poison
immunities
Small
7 Cathay: 5 +1 ukd to Stealth, Shadowing, and
Unobtrusive; -1 ukd to your first damage
roll each combat
Toughness 10 Ussuran: 8 +1 kept die on wound checks
Undead 25 Henchmen, Villain only Gain Unnerving Countenance (8) for free.
Wound checks are multiplied by two.
Immune to all poisons. Characters with
Faith advantage automatically cause you a
dramatic wound when they hit. You may
take additions:
3 XP: 1k2 hand damage
3 XP: Small advantage
6 XP: +1 Fear Rating
3 XP: no head, +5 on wound checks
3 XP: missing limb, may attack other things
to add +2 Fear Rating
5 XP: +10 Passive Defense, flesh wounds
dealt to you are doubled
Unnerving Countenance 4, 8, 12 Aegeus (Raulmunti): -1
to each level
-1, 2 or 3 ukd on all social rolls, but +1, 2,
or 3 kept dice on social rolls that benefit
from being unpleasant (such as
Intimidation)
Warm Climate Conditioning 3 Castillian, Crescent: 2 Take -1 ukd of environmental effects from
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heat
Mental Advantages Cost Nation Mechanics
Age and Wisdom
4, 8 +2 or 3 ukd for mental rolls, but -1 or 2 ukd
on physical rolls
Alchemy 20 Aegeus (Thalassaxira):
17
You may practice Alchemy (see the
Invisible College book). One of your trait
maximums is now 6
Area Knowledge 5 You gain +5 to chase rolls and Ambush
checks in one specified city
Brilliant
5 +1 ukd on Conception checks (as per
invention rules)
Eagle Eyes 5 +10 to sight at a distance
Handy 5 +1 ukd on Construction checks (as per
invention rules)
Indomitable Will 7 Rose and Cross: 5 +1 ukd to contested social rolls
Keen Senses 6 +5 to all perception checks
Man of Will 25 Aegeus (Raulmunti): 22 Immune to mind-altering sorcery, repartee,
and fear. You are never crippled. You may
not take a sorcery.
Night Trained 6 Penalties for darkness are halved
Odd Sleeping Habits 3 +5 to research checks
Sensitive Bones 4 Aegeus (Thalassaxira): 3 +5 to weather checks
Spark of Genius 4 + 5 to rolls in one specified scholarly knack
Social Advantages Cost Nation Mechanics
Animal Affinity 4 Ussuran: 3 +5 to Animal Training rolls
Barterer 4 Aegeus (Thalassaxira): 3 +5 to Haggle rolls
Citation 8 +10 reputation
Close Family Member 3 – 9 Montaigne only May call for help once every few months,
cost varies:
3 XP: Priest
4 XP: Sorcerer
5 XP: Courtier, Craftsman
6 XP: Merchant, Society Member
7 XP: Duelist
8 XP: Commander
9 XP: Head of family
Connection 2 – 6 You may take a number of connections
equal to your Panache. Cost varies:
2 XP: Informant
4 XP: Confidant
6 XP: Close ally
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Dangerous Beauty 5 +5 to Seduction rolls
Debater 6 Aegeus (Thalassaxira): 4 +5 to Oratory rolls
Evil Reputation 16 Villain only May spend 1 Drama Die to gain + 2 Fear
rating for the scene or -20 reputation
Extended Family 8 Castilian only Scattered family may be found and may
grant help. Chance of finding family
depends on distance from Castille
Fhideli Connection 4, 6, 8 Non-Fidheli only;
Aegeus (Zagkonetka): -1
per level
You have spent time with the wandering
Fhideli people and gained their acceptance:
4 XP: trusted friend
6 XP: adopted into a family
8 XP: learned deep secrets and trusted as a
real member
Friend at Court 4, 6, 8 Like a connection but has “like” and
“usefulness” points:
4 XP: 3 total points
6 XP: 6 total points
8 XP: 9 total points
Guardian Family 5 Vodacce only TN of Sorte against you is increased by 5
Local Hero 4 Gain 1 reputation die in specified city
MacEachern Heritage 10 Avalon only You know how to kill Sidhe but they want
you dead as well
Man of the Cloth 7 +5 reputation and +5 to philosophy rolls
Nibelung 20 Eisen only You know how to forge raw Dracheneisen
and have +10 reputation while in Eisen.
You may also make a concoction that
dissolves Dracheneisen
Old Name 6 Vesten only You gain +10 reputation (or -10 if you take
the scoundrel advantage). Your name is
respected and powerful in Vesten
Past Service 6 Membership: 4 When dealing with the specified
organization, your reputation is +20
Published 3, 6 +5 or +10 reputation and +100 or +200
guilder per year (and at creation)
Scarovese 7 Vodacce: 5 Your reputation and karma can drop to -30
before the character becomes a villain
Scoundrel 4 -10 reputation and gain the Streetwise skill
for free
Showmanship 7 Fidheli: 4 You gain +1 reputation every time you
normally gain reputation. You gain +5 to
one repartee action that you choose when
you take this advantage
Sidhe Ally 7 Avalon: 5 You have an ally in the sidhe court, who is
powerful but risky to deal with
The following advantages give your character a henchman or, in one case, a brute squad.
You may control the henchman's actions in combat, but the GM controls the henchman's
68
behavior out of combat. Henchman behave differently from heroes in a few ways:
PC Henchmen will never fight to true incapacitation. Whenever they would be crippled,
they are considered incapacitated (and out of combat).
PC Henchmen do not have Hubrises, nor do they have backgrounds.
PC Henchmen do not gain Karma, and you may not use your own Drama Dice to
influence their actions.
PC Henchmen may take Repartee actions and do gain Reputation, but their maximum
Reputation is 30 (positive or negative).
PC Henchmen have a certain loyalty level which influences how they behave out of
combat (and, to a lesser extent, in it).
◦ “Mercenary” henchmen share no special bond with the PC and will not go out of their
way for the PC, nor will they risk their lives. This is reflected in the incapacitation
rules, but this also affects how they behave out of combat.
◦ “Loyal” henchmen have developed some kind of bond with the PC that will compel
them to act with more conviction, usefulness, and self-risk for the sake of the PC. The
henchman will stop short of obviously suicidal or extremely risky behavior, although
they may occasionally (if the PC spends a Drama Die) risk their lives for the PC.
◦ “Extremely Loyal” henchmen are very rare and aside from the Rucken and Rendtag
advantages, these are only formed during play and even then with great difficulty.
These henchmen will still bow out when crippled, but they will risk their lives for the
PC without hesitation (although they often expect the same from the PC). There is no
limit to the extend of this henchman's help out of combat, although that does not
necessarily make the henchman a sycophantic hanger-on. Extremely Loyal henchmen
have their own agendas, but they try not to let it get in the way of helping their PC.
Follower Advantages Cost Nation Mechanics
Bodyguard 14 Vendel: 12 170 XP mercenary henchman with a sword
school (any nation)
Castillian Squire 15 Castillian: 13 Castillian loyal henchman with 2 in all
traits and 50 more XP to spend. May
designate 3 knacks to help you, granting
you +1ukd when using them as a team
Crescent Servant 15 Crescent: 13 160 XP Crescent mercenary henchman
with the Linguist advantage and 16 XP
worth of languages atop the 150 XP
Drago 15 Vendel: 13 150 XP mercenary henchman with Hunter
and 3 dots in each of its basic knacks and 1
dot in each of its advanced knacks for free
Eisen Bodyguard 16 Eisen: 13 180 XP Eisen mercenary henchman with an
Eisen sword school who may also have
Dracheneisen
Horse 10 Aegeus (Talajnep),
Castille: 9
Loyal horse that counts as a henchman. Use
Horse stats on page 42.
Montagine Servant 15+ Montaigne only Montaigne mercenary with 3 Panache and
2 in all other traits. The servant spends 40
XP on social or Porte knacks. You may
69
spend more of your own XP to add effects:
3 XP: +5 to Streetwise or Socialize
3 XP: Sycophantic (a “yes man”)
4 XP: Very organized (+5 to Logistics)
4 XP: Loyal
6 XP: Extremely Loyal
Rendtag 16 Aegean (Talajnep): 13 180 XP Aegean henchman designed by the
GM. You receive a 1-point Rival
Background for free in addition to the
companion. This background may exceed
your normal limits of Backgrounds.
Rucken 18 Eisen: 15 200 XP extremely loyal Eisen henchman
who will become a 3 point nemesis
background if you betray or abandon them
Servant 12 130 XP mercenary henchman or 1 Threat
Level 1 Brute Squad (any nation)
Steppes Horse 12 Ussuran only Extremely Loyal horse from Cathay that
counts as a henchman. Use Horse stats on
page 42, with +1 Brawn.
Trained Spider 5 Sorte Sorceress: 3 Counts as a single brute of threat level 1.
Vodacce book, pg 100, for details and tricks
Vesten Bought Man 16 Vesten: 13 180 XP loyal Vesten guard with a Vesten
sword school
Vodacce Valet 16 Vodacce: 13 160 XP Vodacce mercenary with +5 to
scheming, politics, stealth, and shadowing
rolls (but must buy these knacks with XP)
Windrunner 12 Crescent only Extremely Loyal horse from the Crescent
Empire that counts as a henchman. Use
Horse stats on page 42, with +1 Brawn and
+1 Finesse.
Item Advantages Cost Nation Mechanics
Bought Weapon X + 3 Vendel only You may buy any other nation’s restricted
item advantages at +3 to the stated XP cost.
You may not buy Dracheneisen.
Castillian Blade 3 – 8 Castillian home
province: -1 XP
3 XP: Zepeda: +1 to attack and damage
rolls
5 XP: Gallegos: +2 to attack rolls and +5
TN to break
5 XP: Torres: +3 to damage rolls
7 XP: Aldana: Lower one action die by one
at the start of each round
8 XP: Soldano: +2 to all fencing rolls,
damage rolls, and +5 to resist breaking
Inheritance 3 250 one-time guilder per 3 XP spent. You
may spend up to 30 XP on this advantage
Island Hideaway 6, 8 You know of an island that is not on
anyone else’s maps. If you spend 8 XP, you
70
also know of reef outside the island that
others must make a TN 30 Wits + Piloting
check to pass through without damage
MacEachern Weapon 7 Avalon only You have a MacEachern weapon (of a type
of your choosing) that deals dramatic
wounds to sidhe and may actually kill
them. MacEachern weapons may draw the
attention and ire of the sidhe
Pattern-Welded Steel Weapon 8 – 10 Crescent only; -1 if
Noble; -1 for each
previous time this
advantage has been taken
Pattern-welded steel adds +3to all attack,
parry, and damage rolls and gains +5 to
resist breaking. Cost varies:
8 XP: Knife
9 XP: Sword
10 XP: Heavy Weapon or Polearm
Personal Relic 5 Aegeus (Zagkonetka): 4 You gain a free unkept die you may add to
any roll before you roll, once per session.
You gain two of these dice each session if
you have the Faith advantage
Property Varies You own property (for non-nobles). Cost is
1 XP per 1000 guilder of the property’s
value
Puzzle Sword Varies Montaigne only Cost and effects vary. See Montaigne book,
pg 93 for details. Double HP costs to find
XP cost
Research Library 3, 6 You have a personal library. You gain 1
extra XP per act to spend on civil knacks.
You gain +1 or 2 ukd to research checks
and gain +5 to design checks (as per the
invention rules) if you spend half or more
of your design time in the library. If you
buy the 3 XP library, there is a 20% chance
you get -5 to design instead
Rune Weapon 3 – 7 Vesten only The item has a rune inscribed on it that
may be used once per week. Cost may be
doubled to make the rune usable twice per
day:
7 XP: rune that adds dice, as per Laerdom
rules
3 XP: rune that affects weather. Add 1 XP
to cost for each raise built into the effect
Ship 20, 30, 40 Aegean (Thalassaxira):
-2 per level
XP buys a ship of varying point values. XP
cost may be shared amongst PCs to share
ownership. See ship construction rules
Sidhe Weapon 4 – 8 Avalon only; Sidhe-
Blooded: -1
4 XP: Knife: 2k2 weapon in Avalon, 1k2
weapon elsewhere; lower one action die by
one each round
6 XP: Bow: string never breaks; 6 arrows
return automatically; those incapacitated
fall asleep for 1 day to 100 years
7 XP: Sword: 4k2 weapon in Avalon, 3k2
elsewhere; lower one action die by one
71
each round
8 XP: Polearm: 6k2 in Avalon, 5k2
elsewhere; +2 to attack rolls
Syrneth Artifact 3 – 15 You get one artifact. See Pirate Nations
book, pg 96 for details and examples
Twisted Blade 3 Vodacce only You may purchase this up to five times per
weapon to give a weapon one expendable
unkept die for every 3 XP spent. These
unkept dice may be used on attacks,
parries, or damage. These dice refresh at
the start of each act.
Membership Advantages Cost Nation Mechanics
Acalde 6 Castillian only Member of a Castillian police force, like a
sheriff. Your needs are taken care of in
Castille and you have legal authority there
Black Hand 10 Aegeus (all) only;
Zagkonetka: 7
You are a member of a secret nationalist
network of spies and operatives. You may
draw information, materials, arms, and
shelter from the network.
Cloistered 6 Aegeus (Raulmunti): 5 You are a monk and you have sworn an
oath against one of the seven cardinal sins.
You gain +10 to checks pertaining to
resisting that sin and you gain +5 to writing
checks
Commission 3 – 10 Montaigne: -1 per level 3 XP: Corporal / Sailor: 10g/month
5 XP: Sergeant / Mate: 25g/month
7 XP: Lieutenant / Petty Officer:
60g/month
10 XP: Captain / Lieutenant: 90g/month
Fencing Academy 3 – 25 You operate a training academy. See
Swordsman Guild book, pg 92, for details
Gentry 15 Montaigne only;
Sorcery: 12
You are an unlanded noble. You begin with
10,000 guilder but have no estate and gain
no income. You gain +5 to Mooch checks.
Governor 10 Vodacce only You govern part of one Vodacce prince’s
mainland holdings. You begin with 1,000
guilder and gain 50g/month but you are
expected to keep tabs on your territory and
follow the prince’s orders. You may
embezzle money once per month as a Wits
+ Accounting check, TN 5. You gain 50
guilder for each raise, but if you fail you
are found out by the prince.
Iron Guard 6 Eisen only You are one of the Eisenfursten’s knights
an must follow the guidelines in the Eisen
book, pg 96. Your needs are taken care of
and you receive 20g/month
72
Jarl 10 Vesten only You are an unlanded member of the
respected warrior caste. You begin with 500
guilder and gain 100 guilder/month
Knight of Elaine 6 Avalon only Your needs are taken care of by the queen
and you can call upon fellow knights for
support. You gain +5 reputation.
Knight of Solomon 4 You must be a loyal Vaticine, take a 2-point
Vow background to defend the church, and
you must have a fencing or polearm school
and 3 ranks in your attack and parry
knacks. Your needs are taken care of and
you can claim sanctuary in any Vaticine
church
Lord's Hand 6 Vodacce only You must have Wits and Panache 3, at least
three martial skills, and at least 10 dots in
Courtier or Criminal knacks. Your needs
are taken care of by your prince and you
are legally (and morally) absolved in
Vodacce
Merchant Guild 6 Vendel: 5 You own and operate a guild-sanctioned
business. You gain your (Craft knack)k2 G
each month.
Merchant Patron 2, 4, 6, 8, 10 Aegeus (Thalassaxira ),
Vendel: -1 per level
You are a part-owner in a business and you
profit from the investment you have put
into it:
2 XP: 5g/month
4 XP: 10g/month
6 XP: 20g/month
8 XP: 40g/month
10 XP: 60g/month
Musketeers 6 Montaigne only Your needs are taken care of by l’Empereur
and you can call upon fellow Musketeers
for support.
Noble 20 Sorcery, Dracheneisen,
or Castillian Education:
-6
Your family is of noble blood and in good
standing. You have a manor, a seneschal,
10 staff servants, and a small population of
serfs. You gain 500g/month
Ordained 6 You are a priest of your faith. You gain +5
to philosophy checks and you gain
40g/month
Patron 3, 5, 7, 9, 12 You have a patron who provides you with
revenue but may ask you to do things:
3 XP: 10g/month
5 XP: 20g/month
7 XP: 40g/month
9 XP: 80g/month
12 XP: 160g/month
Razor 10 Swordsman Guild
Members only; must be a
journeyman of at least
one guild-sanctioned
You are the internal police and crisis team
of the Swordsman Guild. You may buy
Exploit Weakness knacks for any guild-
sanctioned school as Basic Knacks, and
73
school you need not fight the school each time you
buy a dot (you have access to free tutelage
via the Guild)
Roving Don 12 Castillian only Taken in place of Noble. Your land has
been taken away, but you have 6,000
guilder and must spend 50g/month to
maintain your standing and lifestyle. This
converts to Noble if your lands are
reclaimed
Social Club: Mode du Lac 5 Must have 3 Panache, 3
Fashion, and 100g/month
or 5,000g in savings
You are a member of the “fashion police”
of Montaigne. You gain +10 to Fashion
rolls and have enhanced access in
Montaigne courts
Social Club: VOEG 5 Must have 200g/month
and 10,000g in savings
You are a member o the Venerable Order of
Esteemed Gentlemen (a rich gambler’s
club). You gain +5 to Cheat and Socialize
checks
Stelets 5 Ussuran only You are one of the Gaius’ elite guards. You
must have Brawn 3, Resolve 3, and 10 dots
in Hunter knacks. Your needs are taken
care of and you gain 20g/month
Swordsman Guild 5 Any sword school You are a member of the swordsman’s
Guild in good standing. You may
participate in or officiate sanctioned, legal
duels. (This Advantage often comes with
sword school membership, but may be
purchased if it does not and you establish a
good standing with the guild)
Tenure 5 You have a permanent position at one of
Theah’s universities. You gain 15g/month,
even when on sabbatical
Thrall 4 Vesten only You are a free member of the thrall (slave)
caste. You start the game with 5g and the
Servant skill for free
Tyomny 5 Aegean (all) or Ussuran:
4
You are one of the Somojez province’s and
the Orthodox church’s guards. You must
have Wits 2, Resolve 2, Attack 3, and Parry
3, but your needs are taken care of and you
may seek out Orthodox churches for
sanctuary or help.
Vendel League Seat 15 Vendel: 13 You have a seat on the Vendel League’s
council. You help determine policy and
make economic decisions regarding the
craft that you help represent. You gain 10
reputation and have 100g/month of income
Miscellaneous Advantages Cost Nation Mechanics
Faith 8 You don’t know what this does. Have faith!
74
Guardian Angel 9 Fidheli: 7 You may spend a drama die to force an
opponent to reroll a successful attack or to
reroll your own defense against a trap,
disease, poison, or natural hazard
Legendary Trait
5 Avalon: 3 One trait of your choice has a maximum of
6 instead of 5. This does not affect the cost
of trait dots
Miracle Worker 15, 20, 25 You get Miracle Dice refreshed every act.
These may be spent on a number of things
(see Church of the Prophets, pg 103). The
number of dice depends on the XP spent:
15 XP: 1 miracle die per act
20 XP: 2 miracle dice per act
25 XP: 3 miracle dice pr act
Natural Aptitude
10 Aegeus (Talajnep): 8 Choose one knack. Any raises you take or
are forced to take cost you only -4 instead
of -5.
Unbound
15 Male Vodacce only All fate strands connected to you are court
cards, so Sorte cannot affect you. You gain
+2 Fear Rating against fate witches and +5
to Etiquette checks in Vodacce
Sidhe Blooded Advantages Cost Nation Mechanics
Sidhe Blooded
Varies Avalon or Sophia's
Daughters only
Buy one of the following advantages as
the basis for your Sidhe Blood:
Appearance (any level)
Dangerous Beauty
Keen Senses
Large
Small
Unnerving Countenance (any level)
You may buy blessings that cost XP and
curses that give you XP (see below)
Child of the Earth 5 Sidhe Blooded only You can sense impending earthquakes.
You gain +15 to Break Fall checks to
avoid falling damage
Child of the Sea 6 Sidhe Blooded only You can sense impending storms. Your
Resolve is treated as 3 higher when
drowning.
Child of the Sky 7 Sidhe Blooded only Once per session, you may use a
Glamour knack without paying a Drama
Die or Reputation Die
Good Standing 5 Sidhe Blooded only Your gain one reputation die when
dealing with the Sidhe
Slow Aging 6 Sidhe Blooded only You age at half the normal rate and you
are immune to all diseases
Smell Glamour 5 Sidhe Blooded only You smell a distinctive odor when
someone uses a Glamour knack within
30 feet of you.
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Variable Features 7 Sidhe Blooded only You can alter your facial features by
spending a Drama Die. A Panache roll
becomes the TN for others to recognize
you. You cannot specify a person to
imitate, nor can you imitate scent or
voice (only visual aspects). You cannot
alter scars, birthmarks, or other distinct
features
Cold-Hearted +6 Sidhe Blooded only You may never experience true love and
all of your romances must end before the
next game session. You begin with a 2-
dot Lost Love background from which
you never gain XP
Cold Iron Vulnerability +5, +8 Sidhe Blooded only You are vulnerable to cold (unforged)
pure iron:
5 XP: cold iron deals you +1k0,
MacEachern weapons deal you +1k1
8 XP: cold iron deals you +1k1,
MacEachern weapons deal you 1
Dramatic Wound automatically (in
addition to +1k1 damage)
Diurnal +5 Sidhe Blooded only Your rolls are at -1k0 when you are not
in direct sunlight
Gifts +5 Sidhe Blooded only When you receive a gift, you must repay
the favor as soon as possible. For each
day you do not, all your rolls are at -1k0
for each day that passes
Huge Appetite +4 Sidhe Blooded only You eat twice as much as normal and you
must make a Resolve check to turn down
food:
TN 10: snack
TN 15: drink or small meal
TN 20: medium sized meal
TN 25: Large meal
TN 30: feast
Mischievous +5 Sidhe Blooded only If you do not play a prank every day, all
your rolls are at -1k0 for each day you do
not play one
Nocturnal +5 Sidhe Blooded only Your rolls are at -1k0 when you are in
direct sunlight
Running Water +4 Sidhe Blooded only You cannot cross running water without
a bridge
Sea Bound +7 Sidhe Blooded only When you are more than 10 miles away
form a body of salt water, all your rolls
are at -2k0
The following are secret society advantages. A Hero may only have one secret society
membership, with no exceptions! Secret societies are interesting additions and complications to
national loyalties and dynamics, but they are not necessary. Heroes without an existing secret
76
society membership may be approached by a society when the hero reaches 65 Reputation.
Secret Society Advantages Cost Nation Mechanics
Die Kreuzritter Membership 12 You receive 100g at the start of each
mission for the order.
You get one item from the order's arsenal
at the start of a mission for the order.
(See DK 76)
You may access sealed areas of some
Vaticine churches.
+2k0 to Resolve rolls to resist torture and
interrogation.
Your faction gives you an additional
advantage:
Assassins: -3 to the cost of Nightblade
Phantom Guard: -3 to the cost of Nacht
Town Guardians: -2 to the cost of
Acolyte
Vigilants: -2 to the cost of Blessing
Acolyte 10 Die Kreuzritter only You are training a loyal 120 XP
henchman who accumulates XP at the
same rate as you. The henchman will
eventually try a solo mission to become a
full member, at which time they become
a 6 XP Connection advantage (for free)
Blessing 6 Die Kreuzritter only;
May not have sorcery or
shamanism
All Flesh Wounds damage dealt to you
are reduced by 2
Nightblade 12 Die Kreuzritter only You can summon a 0k2 stiletto made of
shadow from your hand at will. It is not a
physical object and therefore cannot
parry or be parried, but it harms any
living creature. It gains +1 ukd to any
attack roll made with it. You can dispel
or summon the blade at will but it cannot
be thrown or disarmed. You lose the
blade for 1 hour if it comes into contact
with sunlight. You have a coin-sized
black spot on your palm. Acquisition of
this advantage causes the loss of any
sorcery other than Nacht.
Sanctuary Varies Die Keuzritter only You have founded your own sanctuary.
See Die Kreuzritter book page, 72, for
details. Multiply all costs listed by 3 for
the XP cost.
Explorer's Society
Membership
Varies There are varying levels of membership
in the Explorer's Society, See Explorer's
Society book, page 17, for details:
3 XP: “Trade Sea”
5 XP: “Frothing Sea”
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7 XP: “La Boca”
9 XP: “Forbidden Sea”
12 XP: “The Mirror”: At this level, the
society's secrets become truly revealed,
beyond that of a mere gentleman's club.
You gain the Archaeologist Skill for free
and Syrneth Lore is considered a basic
knack for you
15 XP: “Corridors of Flame”
18 XP: “7th Sea Council” (NPC only, or
GM permission)
Invisible College
Membership
12 You get a monthly stipend of 2k2 guilder.
You get two free 1-point Connection
advantages that are your two links in the
Chain of Knowledge. You can increase
the connections by spending XP for the
difference.
Astronomy and Natural Philosophy are
considered Basic Knacks for you.
You can identify and use the Math Code
(with Mathematics 2) and the Music
Code (with Music 2). To translate a
sender's message, you need their code
variation
Protege 10 Invisible College only You have a 120 XP henchman working
for you as a student and a research
assistant who accumulated XP at the
same rate as you. The henchman will
eventually graduate when you say they
do or when they gain enough XP
(typically, 50 or more)
Secret Laboratory Varies Invisible College only You have your own secret laboratory. See
Invisible College book, page 83, for
details. Multiply all costs by 3 for XP
cost
Los Vagos Membership 5, 7, 9, 12, 15 You are a supporter or full member of
Los Vagos. The points you spend
determine your part and the benefits:
5 XP: Companero: You are a quiet
supporter of El Vago. You may help El
Vago when he is in trouble, and Los
Vagos will help you in return.
7 XP: Patron: You fund El Vago. You can
call upon El Vago for support. You know
how to contact one of the El Corazon or
one Affiliated (you gain a 2-point
Connection Advantage for free).
9 XP: Unaffiliated: You are an unofficial
member of Los Vagos and you can draw
help from any Companero. You know
78
how to contact one of the Affiliated. You
gain one rank in Leap and Break Fall if
you have access to them from skills.
12 XP: Affiliated (full membership): You
are a regular member of Los Vagos and
know the society's secrets. You may draw
upon Patrons or Companeros for help or
shelter. You can contact one El Corazon
(as a 2-point Connection). You gain one
rank in Leap and Break Fall if you have
access to them from skills.
15 XP: El Corazon: You are a leader of
Los Vagos. You gain all the benefits of an
Affiliated member, but you may also
request to wear the Mask of El Vago. You
may also contact an Inner Circle member
(as a 3-point Connection).
Independent Cabal Varies Los Vagos only You have your own Los Vagos group.
See Los Vagos book, page 75, for details.
Multiply all costs by 3 for XP cost.
Rilascaire Membership 12 You may add 2 ukd to a single Resolve
check once per session.
You can acquire normal weapons via the
Courier network without cost.
You may use the Courier network to
move messages with absolute secrecy.
You gain a 2-point Connection
Advantage with a fellow member.
Your Faction gives you another benefit:
Freeman League: You may spend a
Drama Die to know the best way to
humiliate a villain or henchman after
having observed them for a day or more
Free Thought Society: Gain one dot in
Writing and Crpytography, if you have
access to those skills; gain 2 XP for the
purpose of learning a language
Guerrilla Alliance: Arson and Bomb
Maker skills cost 7 XP each and Fuses is
a basic knack for you
Liberation Guild: Criminal and
Streetwise skills cost 7 XP each and
Lockpicking is a basic knack for you
Oppositionists: You have +1k1 on Wits
or Resolve checks to notice sorcerous
tells
Couriers: You always receive traveling
expenses anywhere, anytime
The Bargainer's Secret 8 Rilascaire only You know the secret behind sorcery. All
sorcery directed at you gains +5 TN and
you gain +1k0 to spot sorcerous tells
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Rilascaire Cell Varies Rilascaire only You are part of your own Rilascaire Cell.
See Rilascaire book, page 88, for more
details. Multiply costs by 3 to determine
XP cost.
Safehouse 6 Rilascaire only You know the location of a safehouse.
See Rilascaire book, page 80, for details
Uppman's Coat 7 Rilascaire only You have a trick coat made by Hans
Uppman. See Rilascaire book, page 87,
for details
Rose and Cross Membership 12 The knight you served under as a Tyro
can provide guidance.
Sorte affects you at +10 TN
You have access to chapter houses and
libraries
You gain +1 reputation die per session
You may buy the Indomitable Will
advantage at -2 XP
Chapter House Varies Rose and Cross
Membership
You found your own chapterhouse. See
Rose and Cross book, page 68, for
details. Multiply costs by 3 to determine
XP cost
Dietrich Sword 6 Rose and Cross
Membership
You may reroll and 1's on damage rolls
with this weapon (specify fencing sword,
heavy weapon, or polearm when
purchased)
The Secret 12 Rose and Cross
Membership
Choose a trait other than your national
one. You may buy that trait at new x 5 in
addition to your national trait. Choose
one of those traits. You may increase the
chosen trait to 6 with XP
Tyro 10 Rose and Cross
Membership
You have a loyal 120 XP henchman that
you are training to be a knight. If the
Tyro gains 50 more XP, it becomes a
knight and leaves your care
The Vow 3 Rose and Cross
Membership; The Secret
You may bank unused Drama Dice into
this advantage at the end of each session.
When it accumulates 20 Drama Dice,
you may make a vow. What you vow
must be physically possible and within
the code of the Rose and Cross, but as
long as it is the vow will absolutely come
to pass. You may only have one Vow at a
time. If you use one, you must pay 3 XP
to buy a new one
Sophia's Daughters
Membership
12 You can contact The Oracle via a scrying
pool or mirror. You may ask her one
question once per act.
You know of two secure hideouts.
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You know of one portal to Bryn Bresail.
You have a 1-point connection advantage
to another Daughter.
You have practical knowledge of the
Book of Mysteries.
The Balm 6+ Sophia's Daughters
Membership
For every 6 points you spend, you have
aged 50 years longer than your
appearance suggests. For every 4 points
spent, you gain 2 ranks in History and 2
XP for languages. If you rank in History
reaches 5, you may spend further bonus
dots on other basic civil knacks. You are
immune to disease. You gain the Scholar
Skill for free.
Safe House Varies Sophia's Daughters
Membership
You found your own safe house. See
Sophia's Daughter book, page 90, for
details. Multiply costs by 3 for XP cost.
Songbird 3 Sophia's Daughters
Membership
You have a trained songbird that can
carry messages to and from you and any
location it has visited
81
Skills and Knacks
As stated earlier, each Skill costs a character 10 XP. Buying a new Skill grants access to
its Basic and Advanced Knacks, and gives the character 4 initial dots to distribute amongst the
Skill’s Basic Knacks. These initial dots may be spent however the player chooses and may not
necessarily be spread out. Optionally, two of these free dots may be traded for a single dot in an
advanced knack.
Several knacks have changed, as described below. But for the sake of the record, the
knacks that have changed their mechanics are: Cavalry Attack, Entangle, Eye Gouge,
Fuses, Grapple, Hand Signs, Head Butt, Interpose, Reload, Roll, Surgery, Throw (Knife),
Throwing, Train, and Trick Riding.
There are several new knacks, as described above. They are: Attack (Unarmed), (Craft),
Perception, Strike Vitals, and Throw (Grapple).
Many knacks have been combined (such as Throat Strike / Ear Clap into the common
Strike Vitals) and some knacks have been removed entirely.
What follows is a full list of Skills, their descriptions, and their accompanying Knacks.
Martial Skill Basic Knacks Advanced Knacks
Archer Attack (Bow), Fletcher Horse Archery, Snap Shot (Bow), Trick Shot
(Bow)
Athlete Climb, Footwork, Sprint, Throw Leap, Lift, Side-Step, Swim, Swing
Blowpipe Attack (Blowpipe), Fletcher Trick Shot, Poison
Bodyguard Interpose, Shadow, Unobtrusive Ambush, Cold Read, Conceal, Menace
Captain Diplomacy, Leadership, Strategy Bribery, Cartography, Gunnery, Incitation,
Sea Lore, Weather
Chain Attack (Chain) Entangle
Cloak Parry (Cloak) Entangle
Commander Leadership, Strategy, Tactics Ambush, Cartography, Gunnery, Incitation,
Logistics, Train
Crossbow Attack (Crossbow), Fletcher, Reload
(Crossbow)
Trick Shot (Crossbow)
Dirty Fighting Attack (Unarmed), Tactics Attack (Improvised Weapon), Eye Gouge,
Kick, Parry (Improvised Weapon), Strike
Vitals
Fencing Attack (Fencing), Parry (Fencing) Cavalry Attack
Firearms Attack (Firearms), Reload (Firearms) Trick Shot (Firearms)
Heavy Weapon Attack (Heavy Weapon), Parry (Heavy
Weapon)
Throw (Axe)
Knife Attack (Knife), Parry (Knife) Throw (Knife)
Panzerhand Attack (Panzerhand), Parry (Panzerhand) Uppercut
82
Polearm Attack (Polearm), Parry (Polearm) Set Defense, Throw (Spear)
Pugilism Attack (Unarmed), Footwork, Jab Uppercut, Strike Vitals
Rider Ride Animal Training, Mount, Trick Ride
Shield Parry (Shield) Attack (Shield)
Sling Attack (Sling) Snap Shot (Sling), Trick Shot (Sling)
Staff Attack (Staff), Parry (Staff) Jab
Whip Attack (Whip) Entangle, Swing
Wrestler Grapple Bear Hug, Break, Escape, Head Butt, Throw
(Grapple)
Civil Skill Basic Knacks Advanced Knacks
Acrobat Balance, Footwork, Leap, Roll Break Fall, Contortion, Juggle, Lift, Swing
Alchemy Craft (Metals), Occult, Research Cryptography, Natural Philosophy, Poison,
Riddles
Archaeologist History, Perception, Research Architecture, Cryptography, Occult, Syrneth
Lore, Tinker, Traps
Arsonist Mathematics, Stealth, Street Navigation Architecture, Conceal, Fuses, Natural
Philosophy
Artist Draw, Music, Sculpt, Write Memorize, Mooch, Shill
Bard History, Music, Oratory, Sing Incitation, Occult, Riddles, Storytelling
Bomb-Making Craft (Blacksmith), Craft (Cooper),
Mathematics, Perception
Fuses, Natural Philosophy, Traps
Courtesan (Vodacce
women only)
Act, Dance, Etiquette, Fashion, Unobtrusive Cold Read, Conceal, Gossip, Lip Reading,
Memorize, Poison, Scheming, Seduction,
Sincerity
Courtier Dance, Etiquette, Fashion, Oratory Diplomacy, Gossip, Politics, Scheming,
Seduction
Criminal Perception, Shadowing, Stealth, Underworld
Lore
Ambush, Cheat, Lock Pick, Pickpocket
Doctor Compounds, Diagnosis, First Aid Dentist, Quack, Surgery, Veterinarian
Engineer Architecture, Craft (Specify), Draw,
Mathematics
Accounting, Gunnery, Natural Philosophy,
Tinker
Forger Craft (Paper), Forgery, Perception, Research,
Write
Conceal, Cryptography, Underworld Lore
Fortune Telling Act, Divination, Occult, Perception Astronomy, Cold Read, Haggling, Shill,
Omens
Herbalist Diagnosis, First Aid, Flora, Perception Compounds, Poison, Quack
Hunter Flora, Perception, Survival, Tactics, Track Ambush, Animal Training, Navigation,
Stealth, Traps
Merchant Appraise, Craft (Specify)*, Law, Socialize
*You may take more Crafts by specifying
new ones
Accounting, Gossip, Haggling, Logistics
Performer Act, Dance, Sing Animal Training, Cold Read, Disguise,
Memorize, Prestidigitation
Politician Etiquette, Oratory, Politics, Socialize Diplomacy, Incitation, Law, Scheming,
Sincerity
83
Priest Oratory, Philosophy, Unobtrusive, Writing Diplomacy, Mooch, Seneschal, History
Sailor Balance, Climb, Knotwork, Rigging Cartography, Craft (Carpentry), Navigation,
Pilot, Swimming, Weather
Scholar History, Mathematics, Philosophy, Research Astronomy, Law, Natural Philosophy, Occult
Servant Etiquette, Fashion, Perception, Unobtrusive Accounting, Drive Carriage, Gossip, Haggle,
Seneschal, Street Navigation
Spy Disguise, Shadowing, Sincerity, Stealth Bribery, Conceal, Hand Signs, Lip Reading,
Poison
Streetwise Appraise, Perception, Socialize, Street
Navigation
Bribery, Cheat, Haggle, Scrounging,
Underworld Lore
Teacher Oratory, Research, Writing Cold Read, Incitation, Law, Mooch, Politics,
Train
Urchin Scrounging, Stealth, Street Navigation,
Survival
Menace, Pickpocket, Sincerity, Track
The following is a list of knacks, in alphabetical order. The list tells what each knack
does, generally or specifically, and in what skills they can be found.
Knack Name Parent Skills Usage Traits
Accounting Engineer, Merchant,
Servant
Manages money, can be used to manipulate records
to make money
Wits
Act Courtesan, Fortune
Teller, Performer
Stage acting, but may be used to act in any context Panache
Ambush Bodyguard, Commander,
Criminal, Hunter
Plans, executes, and detects ambushes Wits,
Resolve
Animal Training Hunter, Performer, Rider May teach tamed animals tricks at a TN dependent
on the complexity of the trick
Resolve
Appraise Merchant, Streetwise Determines the authenticity and monetary value of
items
Wits
Architecture Archaeology, Arsonist,
Engineer
Knowledge of the layout and construction of any
type of building
Wits
Astronomy Fortune Teller, Scholar Knowledge of the stars, their positions, and their
meanings
Wits
Attack (Blowpipe) Blowpipe Basic blowpipe attack Finesse
Attack (Bow) Archer Basic bow attack Finesse
Attack (Chain) Chain Basic chain attack Finesse
Attack (Crossbow) Crossbow Basic crossbow attack Finesse
Attack (Fencing) Fencing Basic fencing sword attack Finesse
Attack (Firearm) Firearm Basic firearm attack Finesse
Attack (Heavy
Weapon)
Heavy Weapon Basic large sword or axe attack Finesse
Attack (Improvised
Weapon)
Dirty Fighting Basic improvised weapon attack Finesse
Attack (Knife) Knife Basic knife attack Finesse
Attack Panzerhand Basic panzerhand attack Finesse
84
(Panzerhand)
Attack (Polearm) Polearm Basic polearm or spear attack Finesse
Attack (Shield) Shield Basic shield bash attack Finesse
Attack (Sling) Sling Basic sling attack Finesse
Attack (Staff) Staff Basic staff attack Finesse
Attack (Unarmed) Dirty Fighting, Pugilism Basic unarmed attack Finesse
Attack (Whip) Whip Basic whip attack Finesse
Balance Acrobat, Sailor Used to maintain balance in feet and the rest of the
body; used for “sea legs” and Passive Defense at
sea
Finesse
Bear Hug Wrestler Inflicts (B)k1 automatically at the end of each round
in a grapple
Brawn
Break Wrestler (B)+(Break)k(B) against opponent’s Brawn*5 with
three raises inflicts a Dramatic Wound while in a
grapple
Brawn
Break Fall Acrobat Used to mitigate falling damage with (F)+(Break
Fall)
Finesse
Bribery Captain, Spy, Streetwise Values, administers, masks, and detects bribes of
any sort
Wits,
Panache
Cartography Captain, Commander,
Sailor
Used to produce and read maps Wits
Cavalry Attack Fencing (F)+(Cavalry Attack)k(F) to attack from horseback,
dealing +1 ukd of damage if successful
Finesse
Cheat Criminal, Streetwise Can cheat to lower the TN of a contested game, also
used to detect such cheating
Wits,
Panache
Climb Athlete, Sailor Used to scale climbable surfaces, with or without
tools
Brawn
Cold Read Bodyguard, Courtesan,
Fortune Teller,
Performer, Teacher
Learn details and emotions from someone by asking
pointed questions
Wits
Compounds Doctor, Herbalist Create natural tinctures from items gathered from
the wild
Wits
Conceal Arsonist, Bodyguard,
Courtesan, Forger, Spy
Hides small items on your person, also used to
detect concealment
Finesse,
Wits
Contortion Acrobat Used to move through small spaces or to break out
of bindings
Finesse
Craft (Type)
Alchemy, Bomb-Maker,
Engineer, Forger,
Merchant
Specify a craft; knowledge of how to make, repair,
or identify that craft
Finesse,
Resolve
Cryptography Archaeologist, Forger,
Spy
Used to code and decode written or spoken
language
Wits,
Panache
Dance Courtesan, Courtier,
Performer
Used to dance, in any style or context Panache
Dentist Doctor Used to repair teeth Wits
Diagnosis Doctor, Herbalist Determines the cause of illness, injury, or death;
lowers TN of Surgery
Wits
Diplomacy Captain, Courtier, Used to mollify hostile or neutral characters Panache
85
Politician, Priest
Disguise Performer, Spy Used to look and dress in another appearance, or to
notice someone doing the same
Wits,
Panache
Divination Fortune Teller Use cards, bones, or some other method to vaguely
predict the future, or pretend to do so
Resolve,
Panache
Draw Artist, Engineer Artistic or technical drawing; the ability to
reproduce images in a visual medium
Wits
Drive Carriage Servant Used when driving a horse-drawn carriage, but not
when riding on horseback
Finesse
Entangle Chain, Cloak, Whip Attack with (F)+(Entangle)k(F) to raise your
opponent's next action die by 1 + 1 for each raise. If
that action is raised above 10, it is lost for the
round.
Finesse
Escape Wrestler (B)+(Escape)k(B) vs. opponent's
(B)+(Grapple)k(B) to escape from a grapple
Brawn
Etiquette Courtesan, Courtier,
Politician, Servant
Knowledge of customs and acting properly in any
social context
Wits,
Panache
Eye Gouge Dirty Fighting (F)+(Eye Gouge)k(F) to inflict 1k1 damage and
raise the opponent's next action die by 1/2 your dots
in this knack (rounded up). If that action is raised
above 10, it is lost.
Finesse
Fashion Courtesan, Courtier,
Servant
Knowledge of how to look one's best and current
fashion trends in courts around the world
Wits,
Panache
First Aid Doctor, Herbalist (W)+(First Aid)k(W) against a TN equal to a
subject's Flesh Wounds heals all those Flesh
Wounds, takes one action in combat; may also be
used to stabilize an incapacitated person and prevent
complication or death for a short time
Wits
Fletcher Archer, Blowpipe,
Crossbow
Used to make and repair arrows or other missiles
with feathered fletching
Finesse,
Resolve
Flora Herbalist, Hunter Used to find, identify and utilize plants from the
wild
Wits,
Resolve
Footwork Athlete, Pugilism,
Acrobat
Freedom of movement in the feet, usually used in
combat (as Passive Defense)
Finesse
Forgery Forger Used to replicate written or drawn works Wits
Fuses
Arsonist, Bomb-Maker (W)+(Fuses)k(W) rolled by the GM in secret to
create a fuse of a desired number of phases. The
base TN depends on the type of bomb (usually 20),
but the fuse will run 1 phase longer or shorter for
every 3 the roll falls short.
Wits
Gossip Courtesan, Courtier,
Merchant, Servant
Used to find or spread rumors in court or in the
streets
Wits,
Panache
Grapple
Wrestler (F)+(Grapple)k(F) to enter grapple as a normal
attack (which deals no damage). Allows the
characters in the grapple to use knacks that require
Grapple; combatants’ Passive Defense must both
use (W*4)+(Grapple*3). Used while in a grapple to
maneuver and pin. (B)+(Grapple)k(B) contests
escape.
Brawn,
Finesse
86
Gunnery Captain, Commander,
Engineer
Knowledge of the make and use of cannons, on land
and at sea. (W)+(Gunnery)k(W) to hit with
cannons.
Wits
Haggle Fortune Teller, Merchant,
Servant, Streetwise
Used to bargain for lower or higher prices for goods
or services
Panache
Hand Signs
Spy Used to communicate and recognize hand signals.
(P)+(Hand Signs)k(P) communicates, the TN
determined by the complexity of the intended
message. The recipient rolls (W)+(Hand
Signs)k(W) against the same TN to understand
Wits,
Panache
Head Butt Wrestler (B)+(Head Butt)k(B) to attack while in a grapple.
Success deals (B)k1 damage and the opponent’s
next action die is raised by 1. This may be used
without breaking or releasing the grapple
Brawn
History Archaeologist, Bard,
Priest, Scholar
Knowledge of the past, TN determined by the
obscurity and geography of the knowledge
Wits
Horse Archery Archer Basic bow attack used while on horseback (negates
significant penalties to shooting while riding and
avoids a ride check to stay on the horse when
shooting)
Finesse
Incitation Bard, Captain,
Commander, Politician,
Teacher
Used to raise morale and incite crowds to action or
violence. Used in Mass Combat
Panache
Interpose Bodyguard (W)+(Interpose)k(W) as an Active Defense for
someone else in melee range. Success intercepts and
parries the attack; failure intercepts the attack,
which then succeeds upon you. You gain reputation
if you are dealt a Dramatic Wound
Wits
Jab Pugilism, Staff (F)+(Jab)k(F) to attack twice with this die pool in
one action. Both attacks must take two raises and
deal the weapon’s damage as per a normal attack.
Finesse
Juggle Acrobat Used to keep multiple objects in the air
simultaneously
Finesse
Kick Dirty Fighting (F)+(Kick)k(F) to attack. Successful damage deals
(B)k2 instead of the normal (B)k1 for unarmed
attacks. Your passive Defense is reduced by 5 for 3
rounds (including this one) whether you hit or not
Finesse
Knotwork Sailor Used to tie and untie knots. Contested
(B)+(Knotwork)k(B) to bind or break bindings.
Brawn,
Finesse
Law Merchant, Politician,
Scholar, Teacher
Used to know about and manipulate laws of various
lands
Wits
Leadership Captain, Commander Used to inspire troops, lead by example, guide
henchmen, and boost morale
Panache
Leap Athlete, Acrobat Used to jump high or long Brawn
Lift Athlete, Acrobat Used to lift and carry heavy things, momentarily or
burdens over time
Brawn,
Resolve
Lip Read Courtesan, Spy Used to “read” spoken words within line of sight.
TN is determined by the complexity and familiarity
Wits
87
with the language.
Lockpick Criminal Used to open locks without a key Finesse
Logistics Commander, Merchant Used to manage personnel and resources efficiently.
Used in Mass Combat
Wits
Mathematics Arsonist, Bomb-maker,
Engineer, Scholar
Knowledge of mathematical formulae and their
applications
Wits
Memorize Artist, Courtesan,
Performer
(R)+(Memorize) commits seen or heard things to
memory, the TN determined by the complexity.
These can be recalled later, but rapid recall requires
the same roll at TN 15.
Resolve
Menace Bodyguard, Urchin May be added to Intimidate Repartee actions:
(R)+(Menace)+(Reputation); see Repartee rules
Resolve
Mooch Artist, Priest, Teacher Used to leech money from people without outright
theft
Panache
Mount Rider Used to mount a horse quickly or under duress
(such as a vaulting leap or falling onto a horse from
a rooftop)
Finesse
Music Artist, Bard Used to perform or compose instrumental music Wits,
Panache
Natural Philosophy Alchemy, Arsonist,
Bomb-Maker, Engineer,
Scholar
Knowledge of the workings and composition of the
physical world (physics and chemistry)
Wits
Navigation Hunter, Sailor Used to discern location and direction based on
natural features (i.e. without a map or cartography)
Wits,
Resolve
Occult Alchemy, Archaeologist,
Bard, Fortune Teller,
Scholar
Knowledge of secret societies, ancient mysteries,
and forbidden knowledge
Wits
Omens Fortune Teller Used to notice and interpret portends of various
types
Wits
Oratory Bard, Courtier,
Politician, Priest,
Teacher
Used to give speeches (not dialogue) to individuals
or groups
Panache
Parry (Cloak) Cloak Basic defensive knack for cloaks Wits
Parry (Fencing) Fencing Basic defensive knack for fencing swords Wits
Parry (Heavy
Weapon)
Heavy Weapon Basic defensive knack for large swords or axes Wits
Parry (Improvised
Weapon)
Dirty Fighting Basic defensive knack for improvised weapons Wits
Parry (Knife) Knife Basic defensive knack for knives Wits
Parry (Panzerhand) Panzerhand Basic defensive knack for panzerhands Wits
Parry (Polearm) Polearm Basic defensive knack for polearms or spears Wits
Parry (Shield) Shield Basic defensive knack for shields Wits
Parry (Staff) Staff Basic defensive knack for staves Wits
Perception
Archaeologist, Bomb-
Maker, Criminal, Forger,
Fortune Teller, Herbalist,
Hunter, Servant,
Opposes stealth and similar knacks, used to notice
things
Wits,
Resolve
88
Streetwise
Philosophy Priest, Scholar Knowledge of logic and philosophical
constructions. May be used to persuade.
Wits,
Panache
Pickpocket Criminal, Urchin (F)+(Pickpocket)k(F) against
(W)+(Perception)k(W) to steal a small item from
someone without notice
Finesse
Pilot Sailor Used to pilot seafaring ships Finesse,
Wits
Poison Alchemy, Blowpipe,
Courtesan, Herbalist,
Spy
Used to create, apply, and safely handle poisons of
any type
Finesse,
Wits
Politics Courtier, Politician,
Teacher
Used to know a person’s reputation and social
standing and how to best contact or deal with them
Wits,
Panache
Prestidigitation Performer Used to perform sleight-of-hand manuevers Finesse,
Panache
Quack Doctor, Herbalist Used to con money out of people by seeming to
administer medical treatment
Panache
Reload (Crossbow) Crossbow (F)+(Reload)k(F) to reload a crossbow. Base TN is
10, and (6-Reload) raises must be taken over any
number of actions to finish reloading
Finesse
Reload (Firearms) Firearms (F)+(Reload)k(F) to reload a pistol. Base TN is 15,
and (10-Reload) raises must be taken over any
number of actions to finish reloading.
(F)+(Reload)k(F) to reload a musket. Base TN is
15, and (12-Reload) raises must be taken over any
number of actions to finish reloading
Finesse
Research Alchemy, Archaeologist,
Forger, Scholar, Teacher
Used as generic ability to find information in
anything but word-of-mouth. Specific subjects may
use their own knacks, but this may be used instead
at higher TN. If no specific knack exists for what is
being researched, this knack applies normally.
Wits,
Resolve
Riddles Alchemy, Bard Used to conceive or solve puzzles (verbal,
numerical, logical, etc.)
Wits
Ride Rider Used to ride a horse or any other beast of burden Finesse
Rigging Sailor Used to operate or repair a ship’s sailing apparatus Brawn,
Resolve
Roll Acrobat Used to tumble around or through tight spots or to
dodge missiles
Finesse,
Wits
Scheme Courtesan, Courtier,
Politician
Used to discern villain plots and attempt to
outmaneuver them (by getting hints from the GM)
Wits
Scrounge Streetwise, Urchin Used to find items in a scene either quickly or
carefully
Wits,
Resolve
Sculpt Artist Used to shape stone, clay, or other materials into art Finesse,
Wits
Sea Lore Captain Knowledge of nautical myths, legends, renown, and
monsters
Wits
Seduction Courtesan, Courtier Ability to use sexuality to manipulate others into
action or giving information
Panache
89
Seneschal Priest, Servant Used to manage an estate’s day-to-day operations,
finances, personnel, and organization
Wits,
Panache
Set Defense Polearm Roll (F)+(Set Defense)k(F) as an attack ahead of
time. Set aside the result and apply it as an attack
against the next infantry or cavalry that charges you.
If you hit, roll damage normally and add the
opponent’s initiative total to your damage. Your
attack is resolved before their charge
Finesse
Shadow Bodyguard, Criminal,
Spy
Used to follow a target while remaining unnoticed Finesse
Shill Artist, Fortune Teller Used to make money from patrons or onlookers
when performing an art or service
Panache
Side-Step Athlete Once per round, when an attacker misses your
Passive Defense, you may increase your next action
die by your rank in this knack
Finesse
Sincerity Courtesan, Politician,
Spy, Urchin
Used to project honesty (whether in a lie or to be
genuine to someone who does not believe your
honesty), or to detect others’ use of sincerity
Wits,
Panache
Sing Bard, Performer Used to perform sung music or lyric poetry Panache
Snapshot (Bow) Archer (F)+(Snapshot)k(F) with two raises to attack.
Damage is inflicted normally but the bow is loaded
again at the end of the attack (whether or not it is
successful) instead of needing another action to do
so
Finesse
Snapshot (Sling) Sling (F)+(Snapshot)k(F) with two raises to attack.
Damage is inflicted normally but the sling is loaded
again at the end of the attack (whether or not it is
successful) instead of needing another action to do
so
Finesse
Socialize Merchant, Politician,
Streetwise
Used to carouse or schmooze with anyone outside
of a formal context. May influence the subject’s
attitude or gain information
Panache
Sprint Athlete Used to run short or long distances Brawn,
Resolve
Stealth Arsonist, Criminal,
Hunter, Spy, Urchin
Used to remain literally unseen and unheard Finesse
Storytelling Bard, Performer Used to tell true or false tales to crowds in a
combination of creativity and memory. May
influence people’s attitude and treatment of
reputation.
Panache
Strategy Captain, Commander Used for long-view planning and anticipation of
battle plans. Used in mass combat
Wits
Street Navigation Arsonist, Streetwise,
Urchin
Used to know quick or safe routes in urban settings
and how to navigate them. May be used in place of
Sprint during chases in dense cities
Brawn, Wits
Strike Vitals
Dirty Fighting, Pugilism (F)+(Strike Vitals)k(F) with three raises to attack.
Successful attack deals no flesh wounds but does
one Dramatic Wound instead.
Finesse
90
Surgery
Doctor (W)+(Surgery)k(W) to heal Dramatic Wounds. The
TN is 10 times the subject’s Dramatic Wounds, and
two raises are required per wound healed. Diagnosis
reduces the base TN to 5 times the subject’s
Dramatic Wounds, but two raises per wound healed
are still required. If the check fails by half the base
TN or more (round down), an additional Dramatic
Wound is inflicted. A subject may be healed with
this knack only once per session. This may not be
used in combat
Wits
Survival Hunter, Urchin Used to know how to live off the land or in harsh
conditions, what to do, and what to avoid
Wits,
Resolve
Swim Athlete, Sailor Used to tread water or move around on and under
water
Brawn
Swing Acrobat, Athlete, Whip Used to hang onto and control movement on any
swinging rope, chain, cloth, or similar item
Finesse
Syrneth Lore Archaeologist Knowledge of different types of Syrneth, their
artifacts, their history, and other related secrets
Wits
Tactics Commander, Dirty
Fighting, Hunter
Used to execute battle plans in a shorter-term, more
immediate sense than Strategy. Used in Mass
Combat
Wits
Throw (Axe) Heavy Weapon (F)+(Throw)k(F) is used to attack by throwing a
hand axe. Successful attack inflicts (B)+1k2
damage
Finesse
Throw (Grapple) Wrestler (B)+(Throw)k(B) against opponent’s
(B)+(Grapple)k(B) is used to throw a grappled
opponent. Successful attack inflicts (B)k1 damage.
Opponent is released form the grapple rendered
prone, and their next action die is raised by 1.
Brawn
Throw (Knife) Knife (F)+(Throw)k(F) is used to attack by throwing a
small knife. Successful attack inflicts (B)+1k1
damage. Larger knives (1k2 damage) not made for
throwing may be thrown by taking one raise
Finesse
Throw (Spear) Polearm (F)+(Throw)k(F) is used to attack by throwing a
short spear. Successful attack inflicts (B)+1k2
damage
Finesse
Throwing Athlete Used to throw anything that is not a weapon,
including improvised weapons. TN is determined by
the size and shape of the object. If used as an attack,
the TN is the opponent’s Passive Defense, but one
raise must be taken
Brawn
Tinker Archaeologist, Engineer Used to diagnose, fix, alter, and determine the
function of any mechanical object, including
Syrneth artifacts
Wits
Track Hunter, Urchin Used to pick up and follow a person or animal form
well outside of visual contact, using clues and
environmental knowledge
Wits,
Resolve
Train Commander, Teacher (R)+(Train)k(R) to teach brutes or henchmen a task.
The TN is determined by the complexity of the task.
Resolve
91
Traps Archaeologist, Hunter Used to identify, disarm, build, and set traps of any
kind
Finesse,
Wits
Trick Riding Rider Each dot negates one raise worth of penalty to any
riding action. May be used for other things such as
defense or performance
Finesse
Trick Shot
(Blowpipe)
Blowpipe Each dot negates one raise worth of penalty to any
basic blowpipe attack, including range, cover,
shooting into melee, and other factors
Finesse
Trick Shot (Bow) Archer Each dot negates one raise worth of penalty to any
bow attack, including range, cover, shooting into
melee, and other factors
Finesse
Trick Shot
(Crossbow)
Crossbow Each dot negates one raise worth of penalty to any
basic crossbow attack, including range, cover,
shooting into melee, and other factors
Finesse
Trick Shot
(Firearms)
Firearms Each dot negates one raise worth of penalty to any
basic pistol or musket attack, including range,
cover, shooting into melee, and other factors
Finesse
Trick Shot (Sling) Sling Each dot negates one raise worth of penalty to any
basic sling attack, including range, cover, shooting
into melee, and other factors
Finesse
Underworld Lore Forger, Streetwise Used to know, find out, or safely use information
about organized crime, black markets, and other
underworld activities
Wits,
Panache
Unobtrusive Bodyguard, Courtesan,
Servant
Used to go unnoticed but not literally unseen in any
situation. Contested by Perception, but the specifics
of the scene (the number of people present, the
character’s conspicuousness, etc) may require raises
Panache
Uppercut
Panzerhand, Pugilism (F)+(Uppercut)k(F) is used to attack. Successful
attack deals +2ukd but your Passive Defense is
reduced by 10 for the current phase and the next one
Finesse
Veterinarian Doctor Used for both First Aid and Surgery on animals of
any kind. See the entries for those knacks for
details.
Wits
Weather Captain, Sailor Used to predict weather patterns. TN is determined
by the environment, the current weather, and how
far in the future is being predicted
Wits,
Resolve
Write Artist, Forger, Priest,
Teacher
Used to compose clear, concise, artistic, or technical
writing of any kind
Wits
92
Schools
Swordsman Schools represent elite martial techniques and academies across Theah and
the whole world. It is possible to be a great swordsman without the help of a school, but these
schools offer special techniques, some of which only the schools have and some of which are
unique to each school.
The following applies to all schools:
Schools cost 20 XP within their own nation and 30 XP if bought by a different nation
Two Curriculum Skills are prerequisites for joining a School.
Mastery levels are gained as follows:
◦ Apprentice = starting level
◦ Journeyman = 4 dots in 3 of the School's knacks (not the Curriculum Skills' knacks)
◦ Master = 5 dots in 4 of the School's knacks
All of a School's knacks are considered Basic Knacks for the purpose of costs. Schools
that grant another (martial or civil) skill's advanced knack(s) as part of the school
automatically make those knacks Basic as well.
Exploit Weakness for the school itself is a basic knack. Exploit Weakness knacks for
other school must be gained by use and are bought as advanced knacks. Each combat a
character engages in against another school allows the character to spend XP for the next
dot in that school’s Exploit Weakness knack, as an advanced knack.
Buying a school gives the character 1 in each basic knack automatically (instead of 4 dots
to distribute, like normal skills).
Some schools grant a free membership advantage to the Swordsman Guild. Schools that
do not have free guild membership grant one extra free knack dot when they are
purchased.
A second school may be purchased for 20 XP (30 XP out of your own nation) as long as
all of a character’s schools are at Journeyman mastery level or higher. You must attain
Journeyman or better in the second school to buy a third, and so on.
You may mix-and-match abilities that you know from multiple known schools freely,
assuming the schools use the same or similar weapons.
School Knacks are exclusive to Sword Schools. It should be noted that school knacks
slightly outstrip basic and advanced martial knacks, as they are half of what a character is paying
for when the character buys a school (the other half being the mastery abilities). All the knacks
here many not be accessed without a school, although some schools feature knacks found in
other skills which for that school functions like a school knack (for the purposes of gaining
mastery levels). Mechanically, any skill found in other skills works the same i used by a Sword
School. The following are the mechanics for school-exclusive knacks:
93
School Knack Mechanics
Arc Your ranged weapon range is increased by (5 x mastery level) yards for every rank in this
knack.
Beat Attack with (F) + (Beat)k(F). If the attack beats the opponent's Passive Defense, the
opponent's Active Defense must use Brawn instead of Wits
Bind Attack with Finesse + Bind. If you succeed, your opponent’s weapon is bound and cannot be
used (but it may be dropped freely). The weapon can be freed by a Brawn + Parry check
against your Brawn + Bind. Both you and your opponent may spend an action die to give
yourselves + 5 to these rolls.
Bob n' Weave Whenever an opponent misses you due to Passive or Active Defense, you may lower any of
your action dice by your rank in this knack. You may use this more than once in a round.
Charge Before phase 1 of the first round of a combat, you may lower one of your action dice by a
number equal to your rank in this knack.
Corps-a-Corps Attack with (F) + (Corps-a-Corps)k(F). This attack deals (B)k1 damage. If the attack
succeeds, the opponent must make a Brawn + Balance check to remain standing. The N for
this check is your (Brawn*5) + the damage dealt form this attack. Prone opponents cannot
use Footwork or Balance as Passive Defense and must take 2 raises to attack until they have
gotten up.
Disarm If an opponent misses your Passive Defense or if you actively defend successfully, you may
spend a held or current action to roll Brawn + Disarm against your opponent’s Brawn +
Attack. If you succeed, your opponent drops the weapon. If you take two raises on this
check, you end up holding the disarmed weapon.
Double Attack You may make two attacks with Finesse + Double Attack at two raises. This requires only
one action die.
Double Parry Actively defend with Wits + Double Parry. If you succeed, you parry and you gain 1 Drama
Die for a number of phases equal to your rank in this knack.
Exploit Weakness You may add your rank in this knack in unkept dice when you are fighting the corresponding
school. Your own school's Exploit Weakness is a basic knack, and you may buy Exploit
Weakness for other schools as any number of advanced knacks. Buying another school's
Exploit Weakness knack requires you to fight that school in a real (non-sparring) combat for
at least one full round for each dot. A second dot requires a second combat, and so on
Feint Attack with (F) + (Feint)k(F). If the attack beats the opponent's Passive Defense, the
opponent's Active Defense must use Resolve instead of Wits
Fortitude Add unkept dice to your wound checks equal to your rank in this knack.
Hook Add your rank in this knack to damage dealt with a Panzerhand.
Lunge Attack with Finesse + Lunge. If you succeed, your damage roll gains +2 unkept dice. You
cannot actively defend for the rest of the round and your Passive Defense is 5 for the phase in
which you Lunge.
Orders Add your rank in a specific order times your mastery level when using that order at the end
of a round of mass combat.
Pin Attack with Finesse + Pin with two raises. Successful hit deals no damage but pins a sleeve
or other part of the opponent’s clothing to a wall, floor, or other surface. The opponent drops
one carried item and must send one action to free himself of the pin.
Pommel Strike Attack with Finesse + Pommel Strike. Success deals (Brawn)k1 damage but the opponent has
Passive Defense 5 against the next attacks that target him. This effect lasts a number of
attacks or phases (whichever comes first) equal to the attacker’s Brawn.
94
Riposte Actively defend with Parry, but use only half of your ranks in Parry (rounded down). If you
succeed at the parry, you may immediately attack (without spending another action die) using
Attack (weapon) knack, but use only half you rank in Attack (rounded down). You may split
your dots in this knack as unkept dice to both the Parry check and the Attack check.
Stop-Thrust Use a held, current, or interrupt action to defend with Wits + Stop-Thrust, like an active
defense. If you hit, you deal 3k2 flesh wounds (do not add Brawn as normal, but raises to hit
may add unkept damage dice). If you deal a dramatic wound with this attack, your
opponent’s attack is cancelled. Otherwise, the opponent proceeds to roll damage normally.
Tagging Attack with Finesse + Tagging. Success deals no damage but you gain a Drama Die until the
end of combat.
Wall of Steel If you have not attacked yet this round, each rank in this knack increases your Passive
Defense by 2. If you have spent an action die this round, each dot in this knack increases
your Passive Defense by 1.
Whirl You gain your (rank x mastery level) to hit Brutes.
The following is a list of sword schools, organized by nation. Detailed descriptions of
each can be found following the list. Schools marked with an asterisk (*) are not sanctioned by
the swordsman’s guild and cannot be used in legally sanctioned duels. However, schools marked
in this way recieve one free dot to be put in any one knack in that school.
Nation School Style Curriculum Knacks
Aegeus Aegis Kai Doru Shield and Spear;
Balanced
Polearm
Shield
Beat
Lunge
Throw (Spear)
Exploit
Aegeus Egyszerű Fencing sword;
Balanced, customizable
Athlete
Fencing
Charge
Corps-a-corps
Fortitude
Exploit
Aegeus Faru Mila Two broadswords;
Offensive
Dirty Fighting
Heavy Weapon
Beat
Double Attack
Stop-thrust
Exploit
Aegeus Micanje Fencing sword;
Balanced
Acrobat
Fencing
Double Parry
Sidestep
Whirl
Exploit
Aegeus Pali Exousia* Wrestling;
Balanced
Athlete
Wrestler
Bind
Corps-a-corps
Disarm
Exploit
Aegeus Ubica Oprez* Knife;
Offensive
Bodyguard
Knife
Disarm
Feint
Lunge
Exploit
Avalon Andrews Fencing sword;
Defensive
Athlete
Fencing
Feint
Lunge
Riposte
Exploit
95
Avalon Donovan Fencing sword and Shield;
Defensive
Fencing
Shield
Bind
Disarm
Riposte
Exploit
Avalon Finnegan* Unarmed;
Balanced
Pugilism
Wrestler
Bob n' Weave
Corps-a-Corps
Disarm
Exploit
Avalon Goodfellow* Bow;
Offensive
Archer
Hunter
Arc
Disarm
Tagging
Exploit
Avalon MacDonald Claymore;
Offensive
Athlete
Heavy Weapon
Beat
Lunge
Pommel Strike
Exploit
Avalon Peeke Staff;
Balanced
Athlete
Staff
Beat
Corps-a-Corps
Feint
Exploit
Avalon Robertson Fencing sword and Cloak;
Defensive
Cloak
Fencing
Double Parry
Entangle
Feint
Exploit
Castille Aldana Fencing sword;
Balanced
Courtier
Fencing
Feint
Riposte
Tagging
Exploit
Castille Gallegos Fencing sword;
Defensive
Athlete
Fencing
Feint
Riposte
Tagging
Exploit
Castille Gustavo Fencing Sword on horseback;
Offensive
Fencing
Rider
Charge
Cavalry Attack
Trick Riding
Exploit
Castille
Olmos* Command School;
Balanced
Commander
Politician
Orders (mass combat)
Castille Soldano Two fencing swords;
Balanced
Athlete
Fencing
Double-Parry
Tagging
Whirl
Exploit
Castille Torres Fencing sword + cloak;
Defensive
Cloak
Fencing
Double-Parry
Side-Step
Tagging
96
Exploit
Castille Zepeda* Whip Athlete
Whip
Bind
Disarm
Tagging
Exploit
Eisen Drexel Zweihander;
Customizable
Dirty Fighting
Heavy Weapon
Disarm
Lunge
Pommel Strike
Exploit
Eisen Durchsetzungburg Fencing sword;
Defensive
Fencing
Scholar
Riposte
Tagging
Wall of Steel
Exploit
Eisen Eisenfaust Broadsword + Panzerhand;
Defensive
Heavy Weapon
Panzerhand
Beat
Bind
Disarm
Exploit
Eisen Gelingen* Monster Hunting;
Customizable
Dirty Fighting
Doctor
Exploit (monster types)
Eisen Hopken* Crossbow;
Offensive
Athlete
Crossbow
Arc
Reload (Crossbow)
Trick Shot (Crossbow)
Exploit
Eisen Loring* Two Panzerhands;
Defensive
Athlete
Panzerhand
Bind
Disarm
Hook
Exploit
Eisen Posen Boar Spear + Horseback;
Offensive
Polearm
Rider
Beat
Charge
Lunge
Exploit
Eisen Steil* Command school;
Customizable
Commander
Courtier
Orders (mass combat)
Eisen Unabwendbar* Command School;
Offensive
Commander
Scholar
Orders (mass combat)
Montaigne Boucher* Two knives;
Offensive
Criminal
Knife
Double Attack
Double Parry
Riposte
Exploit
Montaigne Gaulle Fencing sword + triple dagger;
Defensive
Fencing
Knife
Double Parry
Bind
Disarm
Exploit
Montaigne
Montague* Command school; balanced Commander
Scholar
Orders (mass combat)
97
Montaigne Rois et Reines* Musket + bayonet;
Offensive
Firearms
Polearm
Beat
Lunge
Pommel Strike
Exploit
Montaigne Tout Pres Improvised Weapons + fencing
sword;
Balanced
Dirty Fighting
Fencing
Corps-a-Corps
Double Parry
Tagging
Exploit
Montaigne Valroux Fencing sword + Main Gauche;
Balanced
Fencing
Knife
Double Parry
Feint
Tagging
Exploit
Ussura Bogatyr Axe;
Offensive
Heavy Weapon
Hunter
Lunge
Pommel Strike
Throw (axe)
Exploit
Ussura Buslayevich* Bow on horseback;
Offensive
Archer
Rider
Charge
Horse Archery
Trick Riding
Exploit
Ussura Dobrynya* Wrestling;
Defensive
Athlete
Wrestling
Bear Hug
Disarm
Fortitude
Exploit
Ussura Mariinsky Fencing sword;
Balanced
Acrobat
Fencing
Feint
Lunge
Riposte
Exploit
Vendel / Vesten Halfdansson* Harpoon;
Offensive
Polearm
Sailor
Disarm
Lunge
Pommel Strike
Exploit
Vendel / Vesten Kjemper Broadsword + shield;
Defensive
Heavy Weapon
Shield
Attack (shield)
Corps-a-corps
Wall of Steel
Exploit
Vendel / Vesten Larsen Fencing sword + lantern;
Balanced
Criminal
Fencing
Feint
Parry (lantern)
Pommel Strike
Exploit
Vendel / Vesten Leegstra Broadsword or axe;
Offensive
Heavy Weapon
Wrestling
Beat
Corps-a-Corps
Lunge
Exploit
Vendel / Vesten Rasmussen* Pistols;
Offensive
Courtier
Firearms
Pommel Strike
Reload
Trick Shooting
Exploit
98
Vendel / Vesten Siggursdottir* Hand axes;
Offensive
Athlete
Heavy Weapon
Double Attack
Throw (axe)
Whirl
Exploit
Vendel / Vesten Snedig Fencing sword;
Offensive
Doctor
Fencing
Beat
Feint
Lunge
Exploit
Vendel / Vesten Swanson Swordcane;
Balanced
Dirty Fighting
Fencing
Conceal
Double Parry
Pommel Strike
Exploit
Vendel / Vesten Urostifter Two broadswords;
Balanced
Athlete
Heavy Weapon
Beat
Double Parry
Feint
Exploit
Vodacce Ambrogia Fencing sword + main gauche;
Defensive
Dirty Fighting
Fencing
Feint
Pommel Strike
Riposte
Exploit
Vodacce Bernoulli Fencing sword;
Offensive
Fencing
Pugilism
Beat
Corps-a-corps
Lunge
Exploit
Vodacce Capputina* Knives;
Offensive
Knife
Performer
Pin
Tagging
Throw
Exploit
Vodacce Lucani Broadsword;
Offensive
Heavy Weapon
Pugilism
Beat
Corps-a-corps
Pommel Strike
Exploit
Vodacce Villanova Fencing sword + knife;
Defensive
Fencing
Knife
Double Parry
Feint
Stop –thrust
Exploit
Fidheli Capputina* Knives;
Offensive
Knife
Performer
Pin
Tagging
Throw
Exploit
Fidheli Mariinsky Fencing sword;
Balanced
Acrobat
Fencing
Feint
Lunge
Riposte
Exploit
Fidheli Micanje Fencing sword;
Balanced
Acrobat
Fencing
Double Parry
Sidestep
Whirl
Exploit
99
Church of the
Prophets
Rossini Polearm;
Defensive
Polearm
Wrestling
Beat
Disarm
Bind
Exploit
Die Kreuzritter Mortis* Stiletto;
Offensive
Criminal
Knife
Double Attack
Feint
Riposte
Exploit
Explorer’s
Society
Shield Man* Improvised Weapons;
Defensive
Athlete
Dirty Fighting
Bind
Corps-a-corps
Riposte
Exploit
Invisible
College
Bonita* Fencing Sword;
Defensive
Athlete
Fencing
Bind
Disarm
Wall of Steel
Exploit
Los Vagos El Punal
Occulto*
Fencing Sword + hidden knife;
Balanced
Fencing
Knife
Bind
Corps-a-corps
Pommel Strike
Exploit
Novum Ordum
Mundi
Quinn* Knife;
Offensve
Knife
Spy
Beat
Feint
Lunge
Exploit
Pirate Nation Rogers* Fencing Sword;
Balanced
Dirty Fighting
Fencing
Bind
Corps-a-corps
Disarm
Exploit
Rilascaire Vipera ex Morsi* Knife;
Offensive
Dirty Fighting
Knife
Beat
Corps-a-corps
Lunge
Exploit
Rose and Cross Desaix Fencing Sword + Main Gauche;
Balanced
Fencing
Knife
Double Parry
Feint
Lunge
Exploit
Sophia’s
Daughters
Necare* Knife Knife
Spy
Conceal
Corps-a-corps
Poison
Exploit
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Aegean Schools
Aegis Kai Doru (20 XP for Polemista; 25 XP for other Aegeans)
Weapon: Shield and Spear
Curriculum Skills: Polearm, Shield
Swordsman Guild: Yes
Knacks: Beat, Lunge, Throw (Spear), Exploit Weakness
Apprentice Abilities:
+5 to Active Defenses using Parry (Shield)
Start with one rank in Attack (Shield). This is considered a basic knack for you.
Journeyman Abilities:
Your shield is a 0k2 damage weapon when using Attack (Shield)
You gain +5 to Throw (Spear) checks.
Master Abilities:
Once per round, you gain +1k1 to both attack and damage rolls against an opponent that
you have attacked with a shield or a spear, as long as they have not attacked you since
being hit.
Egyszerű (20 XP for Talajnep; 25 XP for other Aegeans)
Weapon: Fencing Sword
Curriculum Skills: Athlete, Fencing
Swordsman Guild: Yes
Knacks: Corps-a-corps, Charge, Fortitude, Exploit Weakness
Apprentice Abilities:
Choose a School Knack that requires a roll (an attack or defense) when you buy this
school. You may use this knack as though you had it, but use either Attack or Parry to do
so at two raises.
Journeyman Abilities:
You may choose one more School Knack to use as per the Apprentice level ability, and
the knack you chose at Apprentice my now be used at only one raise.
Master Abilities:
Choose two more School Knack to use as per the Apprentice level ability. The knack you
chose at Journeyman may now be used with only one raise, and the knack you chose at
Apprentice may now be used without any raises.
Faru Mila (20 XP for Raulmunti; 25 XP for other Aegeans)
Weapon: Two Broadswords
Curriculum Skills: Dirty Fighting, Heavy Weapon
Swordsman Guild: Yes
Knacks: Beat, Double Attack, Stop-thrust, Exploit Weakness
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Apprentice Abilities:
You have no offhand penalty for using two broadswords
You have a Fear Rating equal to your mastery level
+2 to damage rolls
Journeyman Abilities:
+1 dot in Beat. This increases your maximum to 6.
Master Abilities:
You may spend a Drama Die to increase your Fear Rating by 1 for the scene.
+3 more damage (total of +5) o damage rolls.
Micanje (20 XP for Zagonetka or Fidheli; 25 XP for other Aegeans)
Weapon: Two Fencing Swords
Curriculum Skills: Acrobat, Fencing
Swordsman Guild: Yes
Knacks: Double Parry, Side-Step, Whirl, Exploit Weakness
Apprentice Abilities:
You may spend a Drama Die and an action to perform the Dance of Precision. Roll
Finesse + Balance, TN 10. For each raise you take on this check, you gain a spendable
unkept die that you may use on either your attack roll or your damage roll on your next
attack.
Journeyman Abilities:
You may spend a Drama Die and an action to perform the Dance of Deception. Roll
Panache + Contortion, TN 10. For each raise you take on his check, you gain a spendable
unkept die to any Charm or Taunt repartee rolls you make during this scene.
Master Abilities:
You may spend a Drama Die and an action to perform the Dance of Death. Roll Resolve
+ Dance, TN 25. If you succeed, your next successful attack deals one dramatic wound
before dealing damage normally.
Pali Exousia (20 XP for Polemista; 25 XP for other Aegeans)
Weapon: Wrestling
Curriculum Skills: Athlete, Wrestler
Swordsman Guild: Yes
Knacks: Bind, Corps-a-corps, Disarm, Exploit Weakness
Apprentice Abilities:
All Wrestler knacks are basic knacks for you.
+1 Reputation for winning public, sanctioned duels.
Journeyman Abilities:
Once per rond when you hit an opponent with a grapple or grappling knack, you m send a
Drama Die and a current or future action to immediately perform a Suplex. The Suplex is
a Finesse + Corps-a-corps attack that deals (Brawn)+2k2 damage and renders the
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opponent prone. If a dramatic wound is dealt by the suplex, your opponent’s next Action
Die in increased by your mastery level. If the action die exceeds 10, it is lost.
Master Abilities:
+1 Brawn, and your maximum is now 6.
Ubica Oprez (20 XP for Zagonetka; 25 XP for other Aegeans)
Weapon: Knife
Curriculum Skills: Bodyguard, Knife
Swordsman Guild: No
Knacks: Disarm, Feint, Lunge, Exploit Weakness
Apprentice Abilities:
Ambush is considered a basic knack
+1 unkept die to attacks, damage rolls, and active defenses on the first round against
anyone you have observed intently for at least one hour in the same day. You may gain an
extra die each additional hour you spend observing, up to your Wits. This bonus only
applies in the next combat with your quarry. If combat occurs, you may observe again for
t least an hor to gain these benefits for the next combat.
Journeyman Abilities:
Your unkept dice may be used for a number of rounds equal to your mastery level, instead
of just the first round.
+1 rank in Shadowing, and your maximum is now 6.
Master Abilities:
Your die bonus from observing are +1k1 (instead of +1k0) for the first (Finesse) actions
each combat.
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Avalonian Schools
Andrews Weapon: Fencing Sword
Curriculum Skills: Athlete, Fencing
Swordsman Guild: Yes
Knacks: Feint, Lunge, Riposte, Exploit Weakness
Apprentice Abilities:
+2 Passive Defense, except after using Lunge.
Journeyman Abilities:
+5 on Active Defense rolls.
+2 additional Passive Defense, even after using Lunge.
Master Abilities:
+1k1 damage (+3k1 total) for Lunge.
+2 additional Passive Defense, even after using Lunge.
Donovan Weapon: Fencing Sword + Shield
Curriculum Skills: Fencing, Shield
Swordsman Guild: Yes
Knacks: Bind, Disarm, Riposte, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using a shield.
+5 on Shield knacks.
Journeyman Abilities:
When you use Parry (Fencing) successfully, you may deal xk1 to your opponent, where x
= 1+1 for every 5 your parry roll exceeded the opponent’s attack. (Do not add Brawn to
this damage roll).
Master Abilities:
Once per round, you may use an interrupt action to attack.
Finnegan Weapon: Unarmed (Boxing)
Curriculum Skills: Pugilist, Wrestler
Swordsman Guild: No
Knacks: Bob n' Weave, Corps-a-Corps, Disarm, Exploit Weakness
Apprentice Abilities:
You deal Brawn k 2 damage with unarmed attacks (instead of Brawn k 1).
Journeyman Abilities:
When you fail a wound check, divide the number you failed by 2 for the purposes of
determining how many additional dramatic wounds you suffer.
Master Abilities:
You reverse inebriation penalties while in combat (i.e. penalties to unkept dice become
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bonus unkept dice). You never pass out from alcohol. Able Drinkers may choose to
ignore that advantage to take inebriation bonuses.
Goodfellow Weapon: Bow
Curriculum Skills: Archer, Hunter
Swordsman Guild: No
Knacks: Arc, Disarm, Tagging, Exploit
Apprentice Abilities:
You may add your Brawn to damage with a Bow or Long Bow.
Journeyman Abilities:
You may make two attacks with Attack (Bow) with one action, but each attack s at -2
unkept dice.
Master Abilities:
Your maximum Finesse is raised by 1, and you gain +1 Finesse.
MacDonald Weapon: Claymore
Curriculum Skills: Athlete, Heavy Weapon
Swordsman Guild: No
Knacks: Beat, Lunge, Pommel Strike, Exploit Weakness
Apprentice Abilities:
You may ignore the -1 unkept die penalty to hit with a Claymore.
Journeyman Abilities:
You may set aside extra action dice when you attack. If you hit, add 1 extra unkept die of
damage for each extra action die set aside in this way.
Master Abilities:
Your attacks with a Claymore deal 5k3 damage (instead of 4k2).
Peeke Weapon: Staff
Curriculum Skills: Athlete, Staff
Swordsman Guild: No
Knacks: Beat, Corps-a-Corps, Feint, Exploit Weakness
Apprentice Abilities:
You gain +5 on Balance checks.
Active defenses against your Attack (Staff) and Jab attacks must take 1 raise per your
mastery level.
Journeyman Abilities:
At the beginning of each round, you may discard 1 action die to increase your passive
defense for the round by the number on the discarded die.
Master Abilities:
When you deal damage with the Attack (Staff) knack, your opponent must succeed at a
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(F)+(Balance) or (F)+(Footwork) check or be knocked prone. The TN for this check is
equal to the damage you dealt with the attack.
Robertson Weapon: Fencing Sword + Cloak
Curriculum Skills: Cloak, Fencing
Swordsman Guild: Yes
Knacks: Double Parry, Entangle, Feint, Exploit Weakness
Apprentice Abilities:
No offhand penalties when using a Cloak.
+5 on active defense rolls with Parry (Cloak).
Journeyman Abilities:
Your maximum rank in Entangle is now 6, and you gain a rank in Entangle.
Master Abilities:
You may attempt to Entangle an opponent’s weapon at -5. If you succeed, you may
immediately make a free Attack (Fencing) attack on that opponent.
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Castillian Schools
Aldana Weapon: Fencing Sword
Curriculum Skills: Courtier, Fencing
Swordsman Guild: Yes
Knacks: Feint, Riposte, Tagging, Exploit Weakness
Apprentice Abilities:
Roll one additional unkept die for initiative per mastery level.
Journeyman Abilities:
+5 to your Passive Defense.
Each round you get 2 “Focus Dice” which you may add as unkept dice to either attack or
defense rolls (but not damage).
Master Abilities:
Each round you get 2 additional “Focus Dice” (for a total of 4) which you may add as
unkept dice to either attack or defense rolls (but not damage).
Gallegos Weapon: Fencing Sword
Curriculum Skills: Athlete, Fencing
Swordsman Guild: Yes
Knacks: Feint, Riposte, Tagging, Exploit Weakness
Apprentice Abilities:
+5 to Parry (Fencing).
When you hold an action die, it increases to the next phase's number (giving you a higher
initiative total to break ties).
Journeyman Abilities:
Your maximum rank in Riposte is increased by 1 and you gain 1 rank in Riposte.
Master Abilities:
+10 to Passive Defense.
Gustavo Weapon: Fencing Sword on Horseback
Curriculum Skills: Fencing, Ride
Swordsman Guild: Yes
Knacks: Charge, Cavalry Attack, Trick Riding, Exploit Weakness
Apprentice Abilities:
No offhand penalty while on horseback.
+10 to your Initiative Total while on horseback.
+5 to all chase rolls (on and off horseback).
Journeyman Abilities:
You gain +5 to hit and +1k0 to damage with the Cavalry Attack knack.
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+10 (total) to all chase rolls (on or off horseback).
Master Abilities:
+5 to all Rider Skill knack checks (not cumulative with chase bonuses).
You may borrow actions from the next round if you have not borrowed actions from the
current round. Borrowed actions may be rolled into the current round as extra kept action
dice, but those actions are lost from the next round.
Olmos Weapon: None (Command School)
Curriculum Skills: Commander, Politician
Swordsman Guild: No
Knacks: Orders (Mass Combat)
Apprentice Abilities:
Incitation is a Basic Knack for you
You may spend a Drama Die to make a number of heroes in the scene equal to you
mastery level immune to fear for a number of rounds equal to your mastery level.
Add your rank in a specific order times your mastery level when using that order at the
end of a round of mass combat.
You gain the Indomitable Will advantage for free
Journeyman Abilities:
Your maximum rank in Incitation is 6, and you gain a free rank in Incitation.
At the start of mass combat in which you are a commander, every 8 you roll for the Wits
+ Incitation check yields an expendable raise for your side (instead of every 10).
Master Abilities:
Every 6 your roll at Wits + Incitation at the start of mass combat yields an expendable
raise for your side (instead of every 8).
You always get a Heroic Opportunity in mass combat. Furthermore, you may raise or
lower the personal results roll of one hero on your side (including your own) per round by
1 after hearing the result.
Soldano Weapon: Two Fencing Swords
Curriculum Skills: Athlete, Fencing
Swordsman Guild: Yes
Knacks: Double Parry, Tagging, Whirl, Exploit Weakness
Apprentice Abilities:
No offhand penalties for using a sword in each hand
You gain x temporary drama dice in each combat (when initiative is first rolled), where x
= your mastery level. These drama dice go away at the end of combat.
Journeyman Abilities:
After you hit but before rolling damage, you may spend drama dice to decrease the
multiple for extra dramatic wounds. You may spend 1 to make the multiple 15, 2 drama
dice to make it 10, or 3 drama dice to make it 5 (instead of 20).
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Master Abilities:
Once at the start of each round against a villain, you may make a free Intimidate check.
You get +1 for each Brute you have knocked out and +5 for each henchman. If you
succeed, instead of the normal results, you gain a number of drama dice for the combat
equal to 1 + the raises you took.
Torres Weapon: Fencing Sword + Cloak
Curriculum Skills: Cloak, Fencing
Swordsman Guild: Yes
Knacks: Double Parry, Sidestep, Tagging, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using a cloak
You may Side-Step 2 times per round at Apprentice, 3 times at Journeyman, and 4 times
at Master (instead of once).
Journeyman Abilities:
You may lower one of your action dice by 4 when you are about to use it for an active
defense. This increases to 6 at Master. You may still use Side-Step after this active
defense.
Master Abilities:
Your maximum Wits is increased by 1 and you gain +1 Wits.
Zepeda Weapon: Whip
Curriculum Skills: Athlete, Whip
Swordsman Guild: No
Knacks: Bind, Disarm, Tagging, Exploit Weakness
Apprentice Abilities:
+5 to Attack (Whip)
Once per round, you may spend an action to gain +3 Passive Defense per mastery level
for a number of rounds equal to your mastery level. This lasts until the whip is bound or
disarmed, or until the round or combat ends.
Journeyman Abilities:
+5 to all other knacks (beside Attack) in the Whip skill, including Advanced knacks
You may use your whip to perform a Corps-a-Corps attack if you take two raises
Master Abilities:
Every time you hit an opponent, your Fear Rating against that opponent increases by 1,
and that opponent must check against Fear again if they have not failed already. If an
opponent has already failed against Fear and your fear rating increases later, they do not
make a check but suffer an extra -1ukd as normal. Your Fear Rating cannot exceed 5.
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Eisen Schools
Drexel Weapon: Zweihander
Curriculum Skills: Dirty Fighting, Heavy Weapon
Swordsman Guild: Yes
Knacks: Disarm, Lunge, Pommel Strike, Exploit Weakness
Apprentice Abilities:
You know 2 zweihander stances and the apprentice abilities of each (see below).
+5 to your initiative total.
Journeyman Abilities:
You know 1 more zweihander stance and you may now use the journeymen abilities of all
stances you know.
+1 Fear Rating, and your Fear Rating cancels out opponents' Fear Ratings in you and a
number of allies up to your Resolve.
Master Abilities:
You know 1 more zweihander stance and you may use the master abilities of all stances.
+1 Fear Rating.
Drexel Zweihander Stances:
Bittner (“forward”)
◦ 2k2 damage
◦ Apprentice: No action to reset when acting in this stance; +5 to Parry (Heavy
Weapon) per mastery level.
◦ Journeyman: your action dice are considered 1 lower for making active defenses.
◦ Master: Your action dice are considered 2 lower for making active defenses (instead
of 1 lower).
Gerbeck (“high”)
◦ 3k3 damage
◦ Apprentice: You can attack while resetting to this stance, dealing 1k2 damage.
◦ Journeyman: Your reset attack to this stance is now 2k2.
◦ Master: Your reset attack to this stance is now 3k2.
Kohler (“low”)
◦ 2k2 damage
◦ Apprentice: +10 to your initiative total; Your action dice are 1 lower per mastery level
for attacks, active defenses, and resetting into this stance.
◦ Journeyman: see Apprentice.
◦ Master: see Apprentice.
Metzger (“Back”)
◦ 4k3 damage, -5 to passive and active defense
◦ Apprentice: Your action dice are 1 lower for attacks per mastery level.
◦ Journeyman: see Apprentice.
◦ Master: see Apprentice.
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Durchsetzungburg Weapon: Fencing Sword
Curriculum Skills: Fencing, Scholar
Swordsman Guild: Yes
Knacks: Riposte, Tagging, Wall of Steel, Exploit Weakness
Apprentice Abilities:
+5 to called shots with fencing swords per mastery level.
Journeyman Abilities:
Your maximum rank in Tagging is raised by 1 and you gain 1 rank in Tagging.
Master Abilities:
Each raise your take on called shots increases damage by +1k0.
Eisenfaust Weapon: Broadsword + Panzerhand
Curriculum Skills: Heavy Weapon, Panzerhand
Swordsman Guild: Yes
Knacks: Beat, Bind, Disarm, Exploit Weakness
Apprentice Abilities:
No offhand penalty for Panzerhand.
You may use a broadsword in one hand.
When your opponent misses your passive defense, your next attack against them (as long
as it is before they attack you again) is at +5 for every 5 they missed you by (rounded
down).
Journeyman Abilities:
When you succeed at a Parry (Panzerhand) active defense, you may spend a drama die to
attempt to break the opponent's weapon. Roll (B)k(B) against typical TN 30 (for fencing
swords) or TN 35 (for heavy weapons). Other weapons have other TNs and quality may
increase or decrease the TN.
Master Abilities:
Once per round, you may hold an action for a number of phases equal to your Resolve.
For each phase held, that action gains +1 unkept die to hit and to damage. While holding
in this way, you may actively defend but you may not attack until you wish to discharge
the hold.
Gelingen Weapon: None (Monster Hunting)
Curriculum Skills: Dirty Fighting, Doctor
Swordsman Guild: No
Knacks: Exploit Weakness (Monster Types)
Apprentice Abilities:
You add your rank in a monster or animal type Exploit knack times your mastery level to
damage and your passive defense when fighting a matching monster or animal.
Exploit knacks of this school behave as normal (add unkept dice to attacks and active
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defenses), in addition to the above.
You must obey the rules of Exploit knacks to buy new ranks (i.e. you must fight a
monster of a type to buy its Exploit knack).
Journeyman Abilities:
See Apprentice level abilities
Master Abilities:
You gain one rank in every Monster type Exploit Weakness Knack that you do not
already have.
Hopken Weapon: Crossbow
Curriculum Skills: Athlete, Crossbow
Swordsman Guild: No
Knacks: Arc, Reload, Trick Shooting (Crossbow), Exploit Weakness
Apprentice Abilities:
Your long range with a crossbow is increased by 5 yards per mastery level.
Your crossbow damage is 3k3.
Journeyman Abilities:
Your close range modifier to hit is now -0 and your long range modifier is -5.
Your crossbow damage is 4k3. 5 - (your Brawn) extra raises must be taken with the
Reload knack to reload the crossbow to deal 4k3 damage, however.
Your maximum rank in Reload (Crossbow) is increased by 1 and you gain 1 rank in
Reload.
Master Abilities:
Your close range modifier to hit is now +5 and your long range modifier is -0.
Loring Weapon: Two Panzerhands
Curriculum Skills: Athlete, Panzerhand
Swordsman Guild: No
Knacks: Bind, Disarm, Hook, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using two panzerhands.
+1 unkept die on damage rolls per mastery level.
Journeyman Abilities:
You may use Disarm as an attack, rather than waiting for your opponent to miss you.
Disarm attacks in this way must take two raises. Failure drops your passive defense for
the current phase and the next to 5.
Your maximum rank in Disarm is increased by 1 and you gain 1 rank in Disarm.
Master Abilities:
You may use Bind as an active defense. If used successfully, it is considered a parry and
you may immediately make a free attack against that opponent immediately.
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Posen Weapon: Boar Spear on horseback
Curriculum Skills: Polearm, Ride
Swordsman Guild: Yes
Knacks: Beat, Charge, Lunge, Exploit Weakness
Apprentice Abilities:
+10 to your Initiative Total.
+1k1 damage on the first attack of combat if on horseback.
Journeyman Abilities:
At the start of round one, you may choose to gain +1 Brawn for the combat. This trait
will be reduced by one after the combat for the rest of the day, or until you get a full
night-rest. If you are on horseback, you may also gain (and later lose) 1 Finesse and 1
Resolve as well.
Master Abilities:
You may borrow actions from the next round if you have not borrowed actions from the
current round. Borrowed actions may be rolled into the current round as extra kept action
dice, but those actions are lost from the next round.
Steil Weapon: None (Command School)
Curriculum Skills: Commander, Courtier
Swordsman Guild: No
Knacks: Orders (Mass Combat)
Apprentice Abilities:
+5 to your TN to resist repartee for you and your followers in your presence.
Your may spend your XP to improve henchmen at 1/2 the cost of whatever you buy for
them.
You may spend your XP to increase the Threat Rating of your brute squads: 10 XP from
TR 1 to 2, 20 XP from 2 to 3, 40 XP from 3 to 4.
Add your rank in a specific order times your mastery level when using that order at the
end of a round of mass combat.
Journeyman Abilities:
You may team up (as per villain rules) with a number of your brutes equal to your Wits +
Leadership.
You may spend a drama die to prevent one of your brutes from being knocked out.
You may replace dead brutes at no cost, as long as at least one member remains.
Master Abilities:
You may spend an action once per scene to lower one opponent's Fear Rating by your
rank in Leadership.
Your henchmen now fight to twice their Resolve, like heroes (although they still do not
have drama dice, backgrounds, or hubrises). They are crippled at their Resolve, as
normal.
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Unabwendbar Weapon: None (Command School)
Curriculum Skills: Commander, Scholar
Swordsman Guild: No
Knacks: Orders (Mass Combat)
Apprentice Abilities:
When you perform an action after holding it, you gain a bonus to the action roll equal to
the number of phases held (or every 5 minutes, out of combat) times your mastery level.
Your maximum bonus is held to five rounds, so your maximum bonus at apprentice is +5,
+10 at journeyman, and +15 at master (for holding for five rounds).
Your may purchase the Man of Will advantage at -5 cost.
Add your rank in a specific order times your mastery level when using that order at the
end of a round of mass combat.
Journeyman Abilities:
You may add your ranks in Leadership in unkept dice to your general's Strategy roll at the
end of each round of mass combat. You take no penalty for this (normally, -2 to personal
results for that round).
When two or more of your allies are performing the same action (including attacking
with the same weapon) in the same phase while within your sight, you may add +6 to
each of their rolls (but not to damage).
Master Abilities:
You may change one round of mass combat from a loss to a win, for the purposes of
putting together three consecutive wins to end the mass combat in victory. Any
combination of win-win-loss means you can win the battle.
Once per session, you may spend a drama die to change an ally's failed roll for a martial
skill or repartee action to the minimum needed for success. This ability discards any
raises that were called before the roll was made, however.
You may now add +9 to allies performing the same action in the same phase (instead of
+6).
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Montaigne Schools
Boucher Weapon: Knife
Curriculum Skills: Criminal, Knife
Swordsman Guild: No
Knacks: Double Attack, Double Parry, Riposte, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using two knives
Add the current phase to your initiative total when wielding two knives
Journeyman Abilities:
Opponents have -10 to active defenses against you when you are using two knives
Master Abilities:
You can do a series of attacks with one action die. The first attack is at -5, and if you hit
you may make another attack (after resolving damage) at another -5. So, each subsequent
attack is at an increasing penalty. You may continue to do this until one of your attacks
misses.
Gaulle Weapon: Fencing Sword + Triple Dagger
Curriculum Skills: Fencing, Knife
Swordsman Guild: Yes
Knacks: Bind, Disarm, Double Parry, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using a knife
+5 to active defenses with Parry (Knife)
Journeyman Abilities:
Your maximum rank in Disarm is increased by 1, and you gain o rank in Disarm.
Whenever you have an opponent’s weapon bound (as per Bind), you may spend an acton
to Disarm them as though they just missed you (use the normal Disarm mechanics), but
you must take one raise to do so.
Master Abilities:
You may use Bind as an active defense. If you succeed, you automatically bind the
opponent’s weapon.
Montague Weapon: None (Command School)
Curriculum Skills: Commander, Scholar
Swordsman Guild: No
Knacks: Orders (Mass Combat)
Apprentice Abilities:
You gain the Eagle Eye advantage for free
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Logistics is treated as a Basic Knack for you
You gain 1 unkept die for each Mass Combat that you may add to any roll before you
roll. This may not be used for Personal Results or other PC's duels
Journeyman Abilities:
Every 8 you roll on Wits + Logistics at the start of Mass Combat yields a raise to use in
the Mass Combat (instead of a raise for every 10)
Your maximum rank in Logistics is 6 and you gain one rank in Logistics
Master Abilities:
Every 6 you roll on Wits + Logistics at the start of Mass Combat yields a raise to use in
the Mass Combat (instead of a raise for every 10)
You gain 2 additional unkept dice (for a total of 3) for each Mass Combat that you may
add to any roll before you roll. This may not be used for Personal Results or other PC's
duels
Rois et Reines Weapon: Musket + Bayonet
Curriculum Skills: Firearms, Polearm
Swordsman Guild: No
Knacks: Beat, Lunge, Pommel Strike, Exploit Weakness
Apprentice Abilities:
+10 yard range for musket and pistol attacks
+5 to Attack (polearm) with a bayonet
Journeyman Abilities:
+15 more yards of range (+25 total) to musket and pistol attacks
+10 to your initiative total when using a bayonet
Master Abilities:
+25 more yards of range (+50 total) to musket and pistol attacks
You can send a Drama ie to ignore modifiers for cover, range, and environment for one
attack.
Tout Pres Weapon: Improvised Weapons + Fencing Sword
Curriculum Skills: Dirty Fighting, Fencing
Swordsman Guild: Yes
Knacks: Corps-a-Corps, Double Parry, Tagging, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using Improvised Weapons
+5 to Attack (Improvised Weapon) and Parry (Improvised Weapon)
Journeyman Abilities:
You may pick up an improvised weapon and attack with it in one action
+5 to non-parry active defenses
Master Abilities:
Once per phase after an attack with an improvised weapon (even if not successful), you
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may use any action die from the current or next round to make an immediate attack
against the same opponent. This second attack cannot be actively defended against.
Valroux Weapon: Fencing Sword + Main Gauche
Curriculum Skills: Fencing, Knife
Swordsman Guild: Yes
Knacks: Double Parry, Feint, Tagging, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using a knife
+5 to active defenses with a knife
Journeyman Abilities:
When you take raises to hit an opponent, your opponent must take an equal amount of
raises in their next attack against you (you still gain the damage benefit from your raises).
Master Abilities:
Your maximum Panache increases by 1 and you gain +1 Panache.
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Ussuran Schools
Bogatyr Weapon: Axe
Curriculum Skills: Heavy Weapon, Hunter
Swordsman Guild: Yes
Knacks: Lunge, Pommel Strike, Throw (Axe), Exploit Weakness
Apprentice Abilities:
+5 to Attack (Heavy Weapon)
You gain two free ranks in Hunter knacks
Journeyman Abilities:
Your axe deals 4k3 damage instead of 3k2.
Master Abilities:
You gain a Fear Rating of 2.
You may draw and throw a hand axe in one action
Buslayevich Weapon: Bow on horseback
Curriculum Skills: Archer, Rider
Swordsman Guild: No
Knacks: Charge, Horse Archery, Trick Riding, Exploit Weakness
Apprentice Abilities:
+5 to Horse Archery checks
+5 to control a horse without reins
+5 to all chase rolls (on and off horseback)
Journeyman Abilities:
+5 to Animal Training and Trick Riding checks
+10 (total) to all chase rolls (on and off horseback)
Master Abilities:
Your maximum rank in Horse Archery is 6, and you gain +1 rank in Horse Archery
You gain 2 Drama Dice in combat when you are on horseback. You lose access to them if
you dismount, but you may use them again (but they do not refresh) if you mount during
combat
Dobrynya Weapon: Unarmed (wrestling)
Curriculum Skills: Athlete, Wrestler
Swordsman Guild: No
Knacks: Exploit Weakness
Apprentice Abilities:
+5 to Grappling and Escape checks
+1k1 dice to resist environmental effects
Journeyman Abilities:
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+5 to Disarm checks
Your maximum rank in Bear Hug is 6 and you gain one rank in Bear Hug
Master Abilities:
Normal weapons deal additional dramatic wounds to you for every 25 you fail by (instead of
20). Firearms deal an additional dramatic wound to you for every 20 you failed by (instead of
10). Cannons deal an additional dramatic wound for every 10 you failed by (instead of 5).
Your maximum Brawn increases by 1 and you gain +1 Brawn
Mariinsky (20 XP for Fidheli characters)
Weapon: Fencing Sword
Curriculum Skills: Acrobat, Fencer
Swordsman Guild: Yes
Knacks: Feint, Lunge, Riposte, Exploit Weakness
Apprentice Abilities:
Gain 1 rank in the Leap knack
Your gain +4 Passive Defense
Journeyman Abilities:
Your maximum rank in Leap is 6
You may add your dots in Leap to your damage rolls (after rolling)
Master Abilities:
You may spend reputation dice before rolling to add unkept dice to attack, damage, and
active defense rolls
You gain an additional +4 Passive Defense (for a total of +8)
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Vendel / Vesten Schools
Halfdansson Weapon: Harpoon
Curriculum Skills: Polearm, Sailor
Swordsman Guild: No
Knacks: Disarm, Lunge, Throw (Harpoon), Exploit Weakness
Apprentice Abilities:
+5 to hit aquatic creatures
You may attempt to impale a target when using Throw (Harpoon). Doing so requires one
raise. If you hit and deal a dramatic wound, the opponent has their Passive Defense
reduced by 5 and they have -5 to hit. Any substantial movements they take provokes2k1
flesh wounds automatically. If they take a dramatic wound from these flesh wounds, the
harpoon dislodges.
Journeyman Abilities:
You deal +1k0 with harpoons
You no longer need to take a raise to impale
Master Abilities:
You deal and extra kept die of damage with harpoons (but you d not roll and more; +0k1)
Impaled opponents must take 2 dramatic wounds before the harpoon is dislodged
Your maximum rank in Throw (Harpoon) is increased by 1, and you gain 1 rank for free
Kjemper Weapon: Broadsword and Shield
Curriculum Skills: Heavy Weapon, Shield
Swordsman Guild: Yes
Knacks: Attack (Shield), Corps-a-corps, Wall of Steel, Exploit Weakness
Apprentice Abilities:
You may use a broadsword in on hand with no penalty
No offhand penalty to use a shield
+5 to Parry (Shield)
Journeyman Abilities:
You may attempt to break an opponent’s weapon by attacking it directly. Doing so
requires two raises. Roll damage against the weapon. If your damage roll exceeds the
weapon’s TN to break, it is broken. Fencing swords and knives tend to be 25, Shields 30,
and Heavy Weapons 35. Quality and materials can increase or decrease the TN.
Master Abilities:
You deal +0k1 with a broadsword
Larsen Weapon: Fencing Sword + Lantern
Curriculum Skills: Criminal, Fencing
Swordsman Guild: Yes
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Knacks: Feint, Parry (Lantern), Pommel Strike, Exploit Weakness
Apprentice Abilities:
You have no offhand penalty when using a lantern to parry
+5 to Feint checks
Journeyman Abilities:
Your Night Trained penalties in darkness are now -1k0 in dim light and -1k1 in total
darkness
You can take an action to dazzle your opponent by swinging your lantern. Make a roll of
(F)+(Feint)k(F) against a TN of your opponent's Wits*5. All your opponent's action dice
increase by 1 for each raise you take. Any actions raised above 10 are lost.
Master Abilities:
You have no penalty in dim light (but you still lose -1k1 in total darkness)
+10 Passive Defense in dim light and +15 Passive Defense in total darkness
Leegstra Weapon: Broadsword or Axe
Curriculum Skills: Heavy Weapon, Wrestler
Swordsman Guild: Yes
Knacks: Beat, Corps-a-corps, Lunge, Exploit Weakness
Apprentice Abilities:
You may choose to spend extra action dice form any phase in the current round before
you roll to hit. For each additional action die spent in this way, keep an extra die of
damage if you hit.
Journeyman Abilities:
You may choose to spend action dice form any phase in the current round before you roll
a wound check. Each die spent in this way adds +1k1 to your wound check.
Master Abilities:
Your Heavy Weapons deal additional dramatic wounds for every 10 the opponent fails a
wound check by (instead of 20).
Rasmussen Weapon: Pistols
Curriculum Skills: Courtier, Firearms
Swordsman Guild: No
Knacks: Pommel Strike, Reload, Trick Shooting, Exploit Weakness
Apprentice Abilities:
Gain a free 2 point “obligation” background to defend the Rasmussen school against the
Swordsman Guild
No offhand penalty to using pistols in your off hand
Your close range penalty is -5 (instead of -10)
You may draw and fire a pistol as one action
Journeyman Abilities:
Your short range penalty is now 0
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Your maximum range with pistols is increased by 10 yards
You may use an interrupt action to attack
Master Abilities:
You may spend up to three actions aiming to gain +1k0 to hit for each action spent in this
way
Your maximum range is increased by another 10 yards
Your maximum rank in Attack (Firearms) is increased by 1 and you gain 1 rank in Attack.
Siggursdottir Weapon: Two hand axes
Curriculum Skills: Athlete, Heavy Weapon
Swordsman Guild: No
Knacks: Double Attack, Throw (axe), Whirl, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using two hand axes
+5 to Throw (axe)
Journeyman Abilities:
You may strike with two hand axes at once. Attack with Double Attack, but take no raises
as you normally would. If you succeed, you deal 3k3 damage. Active Defenses against
this attack receive -10.
Your maximum rank in Throw (axe) is increased to 6 and you gain a free rank in Throw
(axe).
Master Abilities:
When you hit an opponent with a hand axe (thrown or in melee), you may lower your
next action die to the current phase.
Snedig Weapon: Fencing Sword
Curriculum Skills: Doctor, Fencing
Swordsman Guild: Yes
Knacks: Beat, Feint, Lunge, Exploit Weakness
Apprentice Abilities:
You may choose to spend extra action dice form any phase in the current round before
you roll to hit. For each additional action die spent in this way, keep an extra die of
damage if you hit.
Journeyman Abilities:
You may spend any unused Action Dice ot gain +1k1 to an Active Defense roll.
Exploit Weakness (Snedig) may be used as if it were Exploit Weakness (Leegstra).
Master Abilities:
Your Fencing Swords deal additional dramatic wounds for every 10 the opponent fails a
wound check by (instead of 20).
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Swanson Weapon: Sword Cane
Curriculum Skills: Dirty Fighting, Fencing
Swordsman Guild: Yes
Knacks: Conceal, Double Parry, Pommel Strike, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using a cane
You may use your sword cane sheath as a fencing weapon that deals 1k1 damage.
Journeyman Abilities:
You may perform the Wooden Horse Maneuver. Attack with Attack (Fencing) with one
raise. If you succeed, you deal no damage but your cane is placed between your
opponent's legs. Your Passive Defense is at -5 and your opponent may not run or use any
movement-based knacks to contribute to Passive Defense or Active Defense (i.e.
footwork, balance, etc). Parry may still be used. You may withdraw from the Wooden
Horse Maneuver at will without spending an action to do so.
You may draw and attack your sword cane as one action.
Master Abilities:
Once per round, you may make an active defense with your cane or sword without
spending an action die. You may use this ability in any phase, even if you do not have a
ready action.
Urostifter Weapon: Two broadswords
Curriculum Skills: Athlete, Heavy Weapon
Swordsman Guild: Yes
Knacks: Beat, Double Parry, Feint, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using two broadswords
You may use a broadsword one-handed without penalty
+5 to Parry (heavy weapon)
Journeyman Abilities:
+5 to Beat
+5 to Feint
+5 to Taunt repartee actions
Master Abilities:
+1k0 damage with a broadsword
You roll and keep one extra action die each round. Keep this die separate, as it must be
used for Taunt repartee actions only.
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Vodacce Schools
Ambrogia Weapon: Fencing sword + main gauche
Curriculum Skills: Dirty Fighting, Fencing
Swordsman Guild: Yes
Knacks: Feint, Pommel Strike, Riposte, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using a dagger
You may deal +2 damage with each damage roll by twisting your weapon as you hit
Journeyman Abilities:
When you inflict a dramatic wound on an opponent, you may choose to spend a drama
die and take a dramatic wound on yourself to deal an additional dramatic wound to your
opponent.
Master Abilities:
You no longer need to spend a drama die to inflict an additional dramatic wound by
taking one yourself (you must still take the dramatic wound, though, and you must still be
dealing at least one dramatic wound to your opponent).
If your opponent attacks and misses you (due to passive or active defense), your next
attack to hit them within the next three phases is 5.
Bernoulli Weapon: Fencing sword
Curriculum Skills: Fencing, Pugilism
Swordsman Guild: Yes
Knacks: Beat, Corps-a-corps, Lunge, Exploit Weakness
Apprentice Abilities:
+2 to your Passive Defense
Journeyman Abilities:
+2 to your Passive Defense (for a total of +4)
You may spend extra actions when you Lunge. If you do, you gain +1 unkept die to
damage and the Active Defense TN against the attack is increased by 5
Your maximum rank in Lunge is 6 and you gain a rank in Lunge.
Master Abilities:
+3 to your Passive Defense (for a total of +7)
Once per round, you may reroll any one roll (attack, damage, or defense)
Capputina (20 XP for Fidheli characters)
Weapon: Throwing dagger
Curriculum Skills: Knife, Performer
Swordsman Guild: No
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Knacks: Pin, Tagging, Throw (dagger), Exploit Weakness
Apprentice Abilities:
No offhand penalty for knives
You may draw and throw a dagger in one action
Journeyman Abilities:
You may throw two daggers at a single target with one action and one attack roll. This
lets you deal 2k2 with two daggers (instead of 1k1 as you would by throwing one
dagger).
Master Abilities:
You may throw up to three daggers with one action die. You may hit separate targets. If
you choose to hit separate targets, roll to hit each of them individually. If you choose to
hit a target with more than one dagger, each dagger deals +1k1 damage (1k1 for 1, 2k2
for 2, 3k3 for 3). You gain +5 to Throw (dagger) for each extra dagger you do not throw
(+10 if you throw only 1, and +5 if you throw 2).
Lucani Weapon: Broadsword + fist
Curriculum Skills: Heavy Weapon, Pugilism
Swordsman Guild: Yes
Knacks: Beat, Corps-a-corps, Pommel Strike, Exploit Weakness
Apprentice Abilities:
You may use a broadsword in one hand without penalty
+5 to Footwork Active Defense rolls
Journeyman Abilities:
Your maximum rank in Corps-a-corps is 6, and you gain a free rank in Corps-a-corps.
+5 to hit with any Pugilism knack
Master Abilities:
You may attack with both your sword and your fist with one action die. Use Jab (with
none of the usual raises) for the unarmed attack and Attack (heavy weapon) for the
sword. Both attacks must take a raise and resolve damage separately.
Villanova Weapon: Fencing sword + knife
Curriculum Skills: Fencing, Knife
Swordsman Guild: Yes
Knacks: Double Parry, Feint, Stop-thrust, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using a knife
+5 to Parry (knife)
Journeyman Abilities:
Your maximum rank in Feint is 6 and you gain a free rank in Feint.
Master Abilities:
At the start of a phase, you may lower your Passive Defense in increments of 5 (to a
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minimum of 5). For every 5 you lower your Passive Defense in this way, you gain +5 to
Stop Thrust rolls for the round.
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Other Schools Fidheli Fidheli character may purchase the Capputina (Vodacce), Mariinsky (Ussuran), and Micanje
(Aegean) schools at 20 XP. Fidheli characters buy all other schools at 30 XP as normal. See
theose schools, above, for details.
Church of the Prophets
Rossini Weapon: Polearm
Curriculum Skills: Polearm, Wrestling
Swordsman Guild: Yes
Knacks: Beat, Disarm, Bind, Exploit Weakness
Apprentice Abilities:
You may use your Parry knacks or any of your school knacks on anyone attacking a
nearby person (within 10 feet).
Journeyman Abilities:
You may perform an interrupt action (i.e. when you have no ready action dice) to Parry
by spending only one action die instead of two.
Master Abilities:
Your passive defense is +10 while you are carrying a polearm.
Die Kreuzritter
Mortis Weapon: Stiletto
Curriculum Skills: Criminal, Knife
Swordsman Guild: No
Knacks: Double Attack, Feint, Riposte, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using a knife in each hand
+5 to Attack (knife)
Journeyman Abilities:
When an opponent is surprised, each raise you take for damage grants +0k1 (instead of
+1k0)
Master Abilities:
You may pronounce the “Litany of Death.” This does not require an action. You gain a
Fear rating of +1 at the start of each round (including the first), up to your Panache.
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Explorer's Society
Shield Man Weapon: Improvised Weapons
Curriculum Skills: Athlete, Dirty Fighting
Swordsman Guild: No
Knacks: Bind, Corps-a-corps, Riposte, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using improvised weapons
If any of your weapons break, roll a die. On an even number, the weapon does not break.
Journeyman Abilities:
You may use any active defense knack to defend those within 10 feet of you at no
penalty.
When using the Traps knack to avoid traps, you may take one raise per other person you
want to push out of the way.
Master Abilities:
All of your action dice are considered 2 lower for the purposes of active defense.
Your active defense rolls keep one extra die (+0k1).
Invisible College
Bonita Weapon: Fencing sword
Curriculum Skills: Athlete, Fencing
Swordsman Guild: No
Knacks: Bind, Disarm, Wall of Steel, Exploit Weakness
Apprentice Abilities:
+5 to Parry (fencing)
When you hold an action, increase the action die's number to the current phase.
Journeyman Abilities:
You may add your rank in Wall of Steel to the results of your active defenses.
Your maximum rank in Parry (fencing) is now 6 and you gaina free rank in Parry
(fencing).
You get a free raise at the start of each chase.
Master Abilities:
When you are out of actions, you may spend a Drama Die to make an active defense.
Los Vagos
El Punal Occulto Weapon: Fencing Sword
Curriculum Skills: Fencing, Knife
Swordsman Guild: No
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Knacks: Bind, Corps-a-corps, Pommel Strike, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using a knife
+5 to attacks with a knife
Journeyman Abilities:
Once per combat, when you succeed at a corps-a-corps attack, you may immediately
make a basic Attack (knife) attack without penalty and without spending another action
die.
Master Abilities:
Once per combat, after making a successful attack with a fencing weapon, you may
immediately make two Pommel Strike attacks without spending action dice. Use knife
damage (1k2) for these pommel strikes, instead of the normal 0k1.
Novum Ordus Mundi
Quinn Weapon: Knife
Curriculum Skills: Knife, Spy
Swordsman Guild: No
Knacks: Beat, Feint, Lunge, Exploit Weakness
Apprentice Abilities:
+1k0 to damage with a knife. This becomes +1k1 if you have surprised your opponent.
+5 on Stealth checks
Journeyman Abilities:
+10 to attacks with a knife
+5 additional (+10 total) to Stealth checks
Master Abilities:
You may spend two drama dice when you hit with a knife to deal a dramatic wound, then
roll damage normally.
If you have surprised your opponent, you may spend any number of drama dice to deal
that many dramatic wounds and then roll damage normally.
Pirate Nation
Rogers Weapon: Fencing sword
Curriculum Skills: Dirty Fighting, Fencing
Swordsman Guild: No
Knacks: Bind, Corps-a-corps, Disarm, Exploit Weakness
Apprentice Abilities:
You may use the Balance knack whenever you may use the Parry knack
You learn one Pirate Trick
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Journeyman Abilities:
+5 to your Passive Defense while on a ship (unless surprised)
You learn two more Pirate Tricks
Master Abilities:
You gain + 2 Fear Rating
You learn two more Pirate Tricks
Pirate Tricks:
Against the Rails: +5 to Corps-a-corps when opponent is using Balance as passive or
active defense.
Belay That!: You may use a belaying pin as a 2k2 weapon (using improvised weapon
attack), and you have no offhand penalty for doing so
Dagger Ride: You may use an action to drive a knife into a sail and use it to glide down to
the deck below. You may roll Finesse + Balance to hit someone you land on, dealing xk1
damage, where x = 1 for every 10 feet you fell.
Death From Above: You may use an action to swing down on an opponent using Panache
+ Swing to hit. If you hit, you deal 3k1 damage and knock your opponent prone. If you
miss, roll Finesse + Balance or be knocked prone yourself.
Hold Your Liquor: You gain the Able Drinker Advantage for free and you gain +5 to hit
with Attack (Improvised Weapons) if you have a beer mug to swing (1k1 damage).
Kick Up: You may kick up any fencing sword off the ground instead of spending an
action to pick it up. Doing so does not cost an action die but requires a current or held
action die.
Over the Side!: +1k0 to boarding attempts for your side. Limit 3 of these bonuses per roll
on ship combat.
Quick Draw: You may draw and fire a pistol in one action
Sea Legs: Gain + 1k1 to Balance checks (but not to passive defense).
Sidearm: No offhand penalty for using a pistol
Rilascaire
Vipera ex Morsi Weapon: Knife
Curriculum Skills: Dirty Fighting, Knife
Swordsman Guild: No
Knacks: Beat, Corps-a-corps, Lunge, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using a knife
+5 to attacks with a knife
Journeyman Abilities:
If you miss an attack by up to your Attack (Knife)*2, you still hit. Roll damage normally
but the opponent does not make a wound check.
Master Abilities:
Once per attack, you may force your opponent to reroll a wound check.
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Rose and Cross
Desaix Weapon: Fencing Sword + Main Gauche
Curriculum Skills: Fencing, Knife
Swordsman Guild: Yes
Knacks: Double Parry, Feint, Lunge, Exploit Weakness
Apprentice Abilities:
No offhand penalty for using a knife
+5 to active defenses with a knife
Journeyman Abilities:
You may attack with both your fencing sword and your knife as one action. Roll to hit
separately, but deal -2k0 damage for each.
+1 reputation for every duel you fight (win or lose).
Master Abilities:
You may spend one action die to perform any interrupt defense (instead of spending two
action dice). You may use this ability any number of time per round.
Sophia's Daughters
Necare Weapon: Knife
Curriculum Skills: Knife, Spy
Swordsman Guild: No
Knacks: Conceal, Corps-a-corps, Poison, Exploit Weakness
Apprentice Abilities:
+5 to Conceal when used to conceal small weapons
You may add your rank in Corps-a-corps to the results of your damage rolls
You gain the Poison Immunity Advantage for one type of poison
Journeyman Abilities:
+5 to Attack (Knife) when attacking with a bodice dagger, and you deal +1k0 with a
bodice dagger.
+5 to Poison knack rolls
Your maximum rank in Conceal is 6, and you gain one rank in Conceal for free.
Master Abilities:
You may make an Attack (Knife) attack with two raises to deal 1 flesh wound to a target
and poison them (if you are attacking with a poisoned weapon). The target will not notice
(and will therefore not begin combat) unless a Wits + Perception check is made at a TN =
5 + (your Conceal*5).
You are immune to all poisons
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Sorcery
Sorcery is the white elephant in the middle of Theah’s room. The Vaticine Church
condemns it and the Inquisition has all but wiped out Castillian sorcery, yet most of Theah’s
other nations are led by known sorcerers. Unlike Earth’s past, the nobles of Theah actually have
a point when they insist that they are blessed and superior by birth: it is their birthright that
grants them sorcery. They are capable of that which no amount of learning or yearning will
achieve.
Sorcery is not all it is cracked up to be, though. It is rife with risks and complications, so
much so that many believe the church may be in the right, in spirit if not in practice. In every
nation but Montaigne, sorcery is the dirty little secret that everyone knows. It is considered
uncouth, rash, or possibly illegal to practice it openly anywhere outside of Montaigne, and the
Inquisition has a presence in nearly every great city of Theah. Some hate, fear, or envy sorcerers,
but some take more of a “hate the sin, not the sinner” approach to sorcerers. After all, they are
still just human, and it is not as though they chose their blood.
All sorceries cost 50 XP for full-blooded and 25 XP for half-blooded. Sorcery may only
be purchased at character creation. Full-Blooded sorcery grants 7 free dots in the knacks at
character creation, and the sorcerer may buy up to 5 dots in those knacks. Half-Blooded sorcery
grants only 4 dots at character creation, and the sorcerer may only buy up to 3 in any knack
(thereby limiting the sorcerer to Apprentice mastery). Mastery levels are gained the same way as
Schools: 4 dots in 3 knacks for Adept, and 5 dots in 4 knacks for Master.
Every sorcery has a “tell” and a “complication.”
Tells are some way that the sorcery noticeably manifests and may lead to detection. In
some places, this is not an issue, but in others it may be. The Tells for each sorcery are usually
very subtle and would require a (W) or (R)+(Perception) roll to notice and a (W)+(Occult) or
(History) check for an onlooker to deduce.
Complications are some inherent risk associated with the sorcery. Again, these should not
be prohibitively problematic, but they should be there to provide interesting complications to
PCs or NPCs use of sorcery.
I have not edited Shamanism in this revision. Some of them do require a bit (or quite a
bit) of revision. I have also not yet explored the major sorceries outside of Theah (such as
Duman'kir and Fu).
Nation Sorcery Description Tell Complication Knacks
Aegeus Achillius Demi-godlike
physical prowess
You glow momentarily
when you perform
extraordinary feats
Your blood is addictive
and physically
dangerous to non-
Achillius sorcerers
Agility
Sense
Speed
Stamina
Strength
Avalon Glamour Invoking the
power of
legendary people
Inconsequential
features or items on
your person may
Use of your sorcery
may attract the
attention of the Sidhe,
Brawn Legend
Finesse Legend
Wits Legend
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by the rules of the
Sidhe
change, appear, or
disappear randomly
whose direct
involvement is far
more dangerous than it
is helpful
Resolve Legend
Panache Legend
Castille El Feugo
Adentro
Immunity to fire
and the ability to
feed, subdue,
control, and
animate fire
Tiny flames appear in
your pupils when you
are using El Feugo
Others around you are
more fiery in behavior,
making them more
rash and more
unpredictable
Concentrate
Control
Firestarting
Flaming Blade
Range
Hang
Hurl
Firebird
Fireflies
Flame Serpent
Eisen Drachen
eisen
You own super-
light, super-
strong armor
forged form a
mysterious
substance found
in Eisen.
None None None
Montaigne Porte The ability to
open portals to
and from blooded
objects
Your hands are stained
red with the blood that
seeps out of Porte
portals
Anyone (including
you) passing through a
portal must make a TN
10 Resolve check to
close their eyes, or
else…
Attunement
Blooding
Bring
Catch
Walk
Ussura Pyeryem Forming pacts
with animals to
borrow their
physical forms
You forever have
bright, piercing green
eyes upon manifesting
this sorcery in youth
Frequent use can make
you addicted to
shapeshifting
Various form knacks
Speak
Man/Woman
Vesten /
Vendel
Laerdom Using the will of
the Old Gods by
invoking the
power in names
to manipulate
both weather and
emotions
Your eyes emit a very
dim glow, which is
most noticeable in
darkness
Use of Laerdom
causes slight but
nonetheless real
physical harm to you
Various runes
Vodacce Sorte Perceiving and
manipulating the
strands of fate
Your irises glaze over
to a light gray color
when you are using
Sorte
Exploding 10’s on any
Sorte check causes
Fate Lashes on you
Arcana
Coins
Cups
Staves
Swords
Black
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Aegean Sorcery: Achillius
Aegean sorcerers blessed with this sorcery are near-perfect physical specimens. It is
rumored by the elders and historians of Aegeus that those with this sorcery are actually demi-
gods, carrying motes of divine blood from the lost gods of antiquity in their veins, many
generations removed. No matter the source, these sorcerers are athletic, durable, and capable of
great feats of strength and speed. In moments of great struggle or triumph, some say these
sorcerers even exude and otherworldly glow.
Benefits:
You may purchase the Noble advantage at -8 XP
You may purchase each level of Appearance at -2 cost and may purchase up to “Blessed
Beauty” (level 4) instead of just level 2.
You may make a Brawn check at TN 30 to heal a dramatic wound upon yourself. You
may do this once per day for each mastery level in this sorcery.
You gain access to this sorcery's knacks, which add a static number, based on your ranks
in the knacks and your mastery level, to rolls made for various physical feats.
Tell:
Your body literally glows when you approach or reach superhuman prowess. When you
roll 30 or higher on any check, consult the following results:
30: There is a faint glow that only someone already looking at you will notice, and even
then they are likely to rationalize it as a trick of the light or something similar, at least
upon first seeing it.
40: There is a definite glow that may be noticed by others not already watching you, at a
Resolve + Perception check, TN 30. Anyone who notices it is as likely to rationalize as
not.
50+: There is a bright glow that is probably noticed by anyone within 50 feet, at a
Resolve + Perception check TN only 20. Anyone who notices the glow is unlikely to
rationalize it.
Complication:
Your blood is darker (more of a dark rust or maroon color) and literally thicker than
normal blood. It is slightly corrosive to plants, fabrics, and the like, and can polish stone. Very
close physical contact with people (sexual, close quarters combat, etc, at the GM's discretion, but
it usually must be deliberate or extended contact) may expose them to enough of yourself and
your blood to do harm. Anyone accidentally exposed in such a way must immediately make a
Resolve check at TN 20 to shrug off the effects. Failure renders the victim ill until the next
sunrise, during which time they lose 1 unkept die to all actions. If anyone not of this sorcerous
lineage is exposed in this way more than two times, they may develop an obsession or addiction
to the particular sorcerer or this sorcery in general.
You may use this to deliberately poison an enemy. You must have suffered at least one
dramatic wound. Make a Finesse roll (raw) as an attack, taking two to four raises, depending on
the location of the wound (2 for arms, 3 for legs, 4 anywhere else). You take one die of additional
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wounds from blood loss, but you might poison your enemy, as per the rules above.
Knacks:
Each knack in this sorcery represents one part of the sorcerer's efforts to approach
physical perfection. Each adds a static number that multiplies the dots in the knack by the
character's mastery level of the sorcery (1 for Apprentice, 2 for Adept, 3 for Master).
Agility: Add your rank in this knack times your mastery level to your Finesse rolls.
Sense: Add your rank in this knack times your mastery level to your Wits or Resolve rolls
for perception.
Speed: Add your rank in this knack as unkept dice to your Initiative rolls and add your
rank times your mastery level to your initiative total.
Stamina: Add your rank in this knack times your mastery level to your Resolve rolls to
resis effects, your Brawn roll to heal yourself with Achillius, and Brawn wound checks.
Strength: Add your rank in this knack times your mastery level to your Brawn rolls
(including damage checks that benefit from Brawn but excluding wound checks).
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Avalonian Sorcery: Glamour
Glamour magic lies in the power of legends. When people do great things, the Sidhe take
notice and occasionally grants gifts to the Avalonian people, their chosen pet project. Glamour
magic was mentioned in the lore of Avalon for many centuries, but it has enjoyed a resurrection
since Queen Elaine has returned the Graal to the Avalonian islands. This sorcery depends utterly
on the Sidhe and the Graal to make real the great deeds of men and women of yore. Even more
rarely, a living legend will manifest: someone so noble, powerful, and of interest to the Sidhe
that a Glamour knack arises in others while that person yet lives. Jeremiah Berek, the founder of
the Sea Dogs, is one such living legend. Each legend is epitomized by one trait and a certain
quality related to that trait.
Benefits:
You may purchase the Noble advantage at -8 XP
You may use Reputation Dice as well as Drama Dice to fuel this sorcery.
You may learn one Glamour knack for each of your traits. There are four knacks, each
representing a different legend, corresponding to each of the five traits.
Each mastery level grants you a new ability in each knack that you know, so each knack
has three abilities: one at Apprentice, one as Adept, and one at Master.
Adepts reduce the GM's drama die pool at the start of the game by their lowest trait.
Masters begin each game with a number of drama dice equal to their highest trait (instead
of 2).
Tell:
Inconsequential features or items on your person may change, appear, or disappear
randomly. For example: a mole may move an inch lower on the neck, a scar may appear longer
or shorter, or the character’s blue eyes become a different hue (but not an entirely new color).
These changes should have no mechanical benefit or detriment but they are noticeable to a
discerning eye. Anyone interacting with the sorcerer for more than five minutes may make a
Resolve + Perception check at TN 30 to notice any such oddity. This check may be made once
per scene per character, but each new meeting allows an onlooker to check again.
Complication:
Use of this sorcery may attract the attention of the Sidhe, whose direct involvement is far
more dangerous than it is helpful. Every time a Glamour knack is used, the GM rolls 2 dice in
secret. If both of these dice ever come up as 1’s, the use of Glamour has attracted the Sidhe. The
Sidhe involvement is wholly up to the GM, but they will at least need to emerge from the nearest
gate to Bryn Bresail. Even then, their involvement may be benevolent or malicious. Their malice
is cruel and unyielding, but even their benevolence is more problematic than actually helpful.
The Sidhe can only mime human emotions or rationality, so their behavior is often very
dangerous an unpredictable to humans. In Bryn Bresail, they have absolute power and are able to
rewrite the rules of reality within that realm. In Theah, though, they are very powerful but not
all-powerful and they can be defeated, or at least evaded.
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Knacks:
Each of the following knacks has three uses: one at apprentice, one at adept, and one at
master. The benefits for higher mastery levels are mostly in the increased functionality of each of
the sorcerer’s knacks.
Each use of any Glamour knack requires the expenditure of either a Reputation die or a
Drama die.
Glamour sorcerers may take only one knack for each of their traits. The only exception to
this is the Legendary Trait advantage (or any other advantage that allows the character to exceed
5 in a trait). Any Glamour sorcerer may have one (and only one) extra Glamour knack in a trait
that exceeds 5.
Brawn Legends
Knack Effects
The Horned Hunter Apprentice: Add 1 to your Brawn for one roll for each dot you have in this knack (not on a contested
roll, damage check, or wound check).
Adept: As above, but you may use this ability on a wound check.
Master: As above, but you may use this ability on a contested roll or damage roll.
Iron Meg Apprentice: You heal yourself of 5 flesh wounds for each dot in this knack.
Adept: Cancel the effects of one poison on you.
Master: Automatically pass a wound check of TN 100 or less.
Mad Jack O’Bannon Apprentice: Disappear behind an object as long as you remain still. You can still be heard and you
can be seen if you peek out, and any character can spend a drama die to chase you out.
Adept: Disappear behind one object and reappear behind a similar object within 100 feet per rank in
this knack.
Master: Spend 3 drama and/or reputation dice (including the one used to activate this ability)
immediately when killed. If you do, you will return to life at the next dawn (the Glamour will leave
you...somewhere). You lose 2 Brawn upon returning to life. If this reduces you to 0 or less Brawn,
you stay dead.
The Horned King Apprentice: Gain +2k0 to Seduction for the scene, once per scene.
Adept: Move from one forest to any other forest within 100 miles. You do not control where in the
new forest that you appear.
Master: Take the form of any animal up to the size of a bear until the next dawn (or until you opt to
end this ability).
Finesse Legends
Knack Effects
Anne o’ the Wind Apprentice: Add 5 times your rank in this knack to your initiative total for the round.
Adept: Add your rank in this knack in unkept dice to all of your Sprinting rolls for the round.
Master: Take all of your remaining actions in the round immediately. You may use this ability before
phase 1.
Blackcloak Apprentice: Hide traces of your passing so that Tracking rolls are at -5 for each rank you have in this
knack.
Adept: Add +10 on any climbing roll.
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Master: Add +10 to any Lockpicking roll for each rank you have in this knack.
Robin Goodfellow Apprentice: Lower the minimum (i.e. effective) range for your next bow attack by 5 yards per rank
in this knack.
Adept: Add your rank in this knack in unkept damage dice to your next attack with a bow.
Master: Add +5 to hit with your next bow attack for every rank you have in this knack.
Red Cap Apprentice: Gain +2k0 to Stealth and Taunt (repartee) rolls for five minutes per rank in this knack.
Adept: Grow claws and add +1k1 to Unarmed Attack and unarmed damage. THis lasts a number of
rounds equal to your dots in this knack.
Master: Gain a Fear Rating of 3 for the scene.
Wits Legends
Knack Effects
Isaac Snaggs Apprentice: Add two times your rank in this knack to an Active Defense roll, after you see the result.
Adept: Spend an action (a ready one or an interrupt) to catch a non-firearm ranged weapon attack in
your hand. This counts as an automatically successful Active Defense.
Master: As Adept, above, but you may catch bullets.
Jack Homebody Apprentice: Transform a small (less than 1 cubic foot per rank in this knack) object into another
object of a similar size. The object must be a single one, must be inanimate, and must be mundane.
If broken, eaten, or otherwise destroyed in the new form, the object reverts immediately. The object
can be dispelled at will but with otherwise revert at sunrise.
Adept: Transform yourself into one of the following forms until dawn or until you dispel the effect.
You may spend two drama and/or reputation dice to transform another willing target that you can
touch. You know a number of forms equal to your rank:
-Child: become healthy and spry, as in youth
-Hag: become older and unrecognizable; -1 ukd to social rolls but +1k1 to Disguise
-Noble: +1 ukd to social rolls
-Ogre: -1 to social rolls but +2 ukd to Intimidate (repartee)
-Peasant: +2 ukd to Unobtrusive and Shadowing
Master: Spend a month preparing your home (up to 4,000 square feet) for this effect. You may only
enchant one home in this way at a time, bu you may cancel old ones at will. Choose up to 3 of the
following “laws” for the home:
-I can’t die in my house
-Nobody’s magic but mine works in my house
-I always know where everyone and everything is in my house
-No one can set foot in my house without my permission
-Nobody ages in my house
-The pantry of my house always has food and drink
-I can rearrange the floor plan of my house with a thought
-My house cannot be harmed in any way
-The inside of my house is twenty times bigger than the outside
-No one can find the way to my house unless I let them
King Elilodd Apprentice: Add five times your rank in this knack to one Repartee roll against the Sidhe.
Adept: Call a Sidhe for aid. Roll Resolve + King Elilodd at TN 30 to succeed. Success calls a seelie
Sidhe in 5-(King Elilodd) rounds. The Sidhe will help, but will cut a deal to do so. If you get a 10 or
less, an unseelie Sidhe arrives instead.
Master: Create a 5 foot radius circle around you that Sidhe of any type and other outsiders (such as
ghosts, but not any monster that is native to the normal world, like Kolbolds of the Schwarzen
Walden, for example) cannot enter. You may maintain this effect for as long as you are awake and
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stationary.
The Lady of the Lake Apprentice: Automatically succeed at a Perception check.
Adept: Add your rank in his knack times your mastery level to any one Occult or History check.
Master: Look into a body of fresh water and see the events (past, present, or future) occurring within
sight of that same body of water.
Resolve Legends
Knack Effects
The Green Man Apprentice: Spend an action to give another willing person a blessing. Roll a number of unexploding
dice equal to your rank in this knack and keep the highest one. This number is added to all of the
target's rolls until the end of the scene. At the end of the scene, the target will take one dramatic
wound automatically if you kept a 1-5, and they will take two dramatic wounds if you kept a 6-10. A
target may only be affected by The Green Man once at a time and you may affect a number of
people equal to your dots in this knack with this effect.
Adept: Make the next dramatic wound of the target be healed automatically at the end of the round
in which it was inflicted. This may bring a character back form being knocked out or crippled.
Master: As Adept, above, but you may use the target's drama dice or reputation dice to activate this
ability.
King Robert the Dark Apprentice: Add your rank in this knack in unkept dice to your general's next strategy roll during
mass combat.
Adept: Add your rank in this knack to one of your personal results rolls in mass combat.
Master: Add twice your rank in Leadership to the next roll(s) of up to five people (including yours).
This effect expires at the end of the scene and may be used only once per scene per person.
The Stone Knight Apprentice: Let a number of your allies equal to your rank in this knack know your exact location
regardless of distance.
Adept: Ignore a fear rating up to your rank in this knack until the end of the scene.
Master: Choose a 10’ by 10’ area where you cannot be killed or crippled as long as you stay in the
area. You still take dramatic wounds and suffer their effects when this effect ends. This effect lasts
until you leave the area or one sunrise and one sunset have passed.
Queen Maab Apprentice: Gain the ability to speak with sea creatures for five minutes per rank in this knack.
Adept: You can survive without breathing at all for one hour per rank in this knack.
Master: If you are in at least a foot of sea water, you gain a fear rating of 2 and gain +2k2 to all rolls
for a number of rounds equal to your mastery level.
Panache Legends
Knack Effects
Jeremiah Berek Apprentice: Add twice your rank in this knack to any roll result (spend before you roll).
Adept: Any exploding 10’s in a die roll you are about to make reroll twice (choose one to keep).
Master: You may activate this after rolling to reroll a failed roll. Any added benefits still apply to the
reroll.
Saint Rogers Apprentice: Add your rank in this knack times your mastery level to any Sailor knack roll result.
Adept: Heal a ship that you are touching of one critical hit (i.e. ship dramatic wound).
Master: You can bond with a ship whose helm you are touching. This allows both you and the ship
to use the better of your and the ship’s traits on the ship’s rolls and your own. Any dramatic wounds
you suffer also affect the ship as critical hits, and vice versa, though.
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Once per lifetime, a Master with Rogers can bless a ship and choose one the following permanent
benefits for it:
-+2 to any trait (ignoring normal ship maximums)
-The ability to sail itself. The ship will never run aground or into obstacles unless directed to do so
and can be called remotely if it is within earshot.
-The ability to gain (and lose) reputation (but not karma). Starting reputation is equal to the sum of
the crews reputation divided by 10.
Doubting Thomas Apprentice: You can always sense the use of sorcery by a tingling in your thumb (this does not
require activation and is always active). You may spend a drama or reputation die to cancel a sorcery
effect that specifically targets you if the person using it has fewer dots in the specific sorcery knack
than you do in this knack.
Adept: You may cancel any sorcery effect if the person using the sorcery has fewer dots in the
specific knack than you have in this one. The effect you cancel need not target you or anyone
specifically (so you can cancel Pyeryem shapeshifting, for example).
Master: Prevent magic from working in a ten foot area around you that moves with you. This lasts
for a number of rounds (or minutes) equal to your rank in this knack. Any sorcerous effect running
when you come near is cancelled but may resume when you leave.
The Seelie Queen Apprentice: Increase your stature and gain +1k0 to all social rolls for a number of hours equal to
your rank in this knack.
Adept: Create a small whirlwind around one opponent that causes them to lose 1 unkept die to all
actions per your mastery level. This effect lasts a number of rounds equal to your rank in this knack.
Master: Your opponent loses one rank from one trait or your choosing for 10 minutes times your
rank in this knack.
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Castillian Sorcery: El Fuego Adentro
Castillian royals of yore could command fire even to the extent that they could grant it
the semblance of life. Recently, the bloodline has been all but wiped out by the Inquisition and
the natural attrition of time, but rumors persist through the Castillian countryside that some
nobles and even peasants still bear the telltale signs of this sorcery, especially in Rancho
Gallegos. Heroes may take this sorcery, but they must be even more careful of being found out
that other sorcerers due to the tenuous place this bloodline holds in Theah. El Feugo in general is
on the run, and therefore any practitioners may be, as well.
Benefits:
You may purchase the Noble advantage at -8 XP
You and all the possessions on your person are immune to damage from fire.
You gain access to this sorcery's knacks, which allow you to feed, subdue, control, shape,
and animate fire. You gain access to more knacks at each new mastery level.
Tell:
When you use any El Fuego Adentro knack, tiny flames appear in your eyes. Onlookers
may make a Wits + Perception check to notice this, but the TN depends on what knack you were
using. If you used an Apprentice knack, the onlooker’s Perception TN is 30. If you used an Adept
knack, the TN is 25. If you used a Master knack, the TN is 20.
Complication:
Those around you are more prone to extreme emotions, which are oftentimes
unpredictable. These heightened emotions are not necessarily directed at you, but they are always
detrimental to those involved, either immediately or eventually. Once per scene, the GM may
force one other character in the scene to make a TN 20 Resolve check. Failure at this check
makes whatever emotion that character is currently experiencing to spike dramatically, so much
so that the character is likely to act upon the emotion irrationally and rashly.
Apprentice Knacks:
Concentrate: Each dot lets you maintain an El Fuego effect beyond the first (although
each one still requires an action to start).
Control: In one action, you can affect 100 square feet per dot in this knack. You may
reduce a fire’s level (rated on 1 to 10, 1 being a lamp and 10 being an inferno) by a
number of dice equal to your dots in this knack, or you may increase (or sustain) a fire up
to half your dots (rounded up). Feeding a fire deals you 2 times the number of fire dice
increased in flesh wounds.
Range: You may affect fires up to (Range) x 40 feet away, within line of sight. Characters
with no dots in range may only affect fires within arm’s reach.
Firestarting: You may take 3 flesh wounds to start a fire (at level 1) from nothing. The
more ranks you have in this knack, the more adverse the conditions may be:
◦ 1 = dry tinder or light wind
◦ 2 = wet tinder or strong wind
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◦ 3 = waterlogged tinder or light rain
◦ 4 = medium rain
◦ 5 = any material or weather
Flaming Blade: You may spend one action to wreath one weapon you are carrying in
flames. Damage dealt by that weapon is increased by your rank in this knack times your
master level.
Adept Knacks:
Hang: You may spend an action to hang any other El Fuego effect in mid-air. Use the
lower of your rank in Hang and the other knack you are using when you use any knack in
conjunction with Hang. Hanging an El Fuego effect requires one of your ranks in
Concentration, however.
◦ Firestarting allows you to start a fire in mid-air and suspend it, without a solid fuel
source. You may Control these flames but otherwise they float around you and you
may direct them up to your Range knack away. These flames move too slowly to
attack, however.
◦ Flaming Blade becomes a floating sword of flame and may attack independently
when you do, rolling your attack knack with 5-Concentrate raises (these raises offer
no benefit). It deals only the damage it would from Flaming Blade (and therefore
does not roll for damage).
◦ Hurl: You may suspend a hurled flame so that it attacks simultaneously when you hurl
another flame. Each hanged ball of flame (but not a normal hurl) rolls to hit
independently, using your normal Finesse + Hurl roll with one raise. The current
position of the flame and its direction will not change after you hang it. You may
release all hanged fireballs as an action or at the same time as another Hurl check.
Hurl: You may reach into fire and hurl a ball of fire as a ranged weapon. Use
(F)+(Hurl)k(F) to hit, with a range of 5+(B*2) yards. This deals 3k3 damage at Adept and
4k4 damage at Master. At the conclusion of the attack, you take 7-(Control) flesh
wounds.
Master Knacks:
Fireflies: You may spend 2 actions to convert 2 levels of fire within your range into a 10’
by 10’ cloud of tiny flames. You take 3 flesh when it is summoned. The cloud deals 1
flesh wound to everyone within it each phase and you may move the 15’ at the end of
each round. You can maintain a number of clouds up to your dots in Fireflies (but you are
also limited to your Concentrate knack, too).
Flame Serpent: You may spend 3 actions to convert 3 levels of fire within your range
into a serpent. You take 6 flesh wounds only when it is summoned. The serpent has 3 in
all traits, but it cannot be harmed except by water. It rolls into initiative in the round after
it is conjured. It has no ranks in knacks but it attacks as though it has ranks in Attack
equal to your rank in the Flame Serpent knack. It keeps 3 damage dice, but it’s die pool
for damage begins equal to your rank in this knack, and each time it hits it loses a die
from its damage pool. When its damage pool has been reduced to 0, it may still move but
it deals no damage. It may be fed via Control or by sitting in flame for one round. You
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can maintain a number of serpents up to your dots in Flame Serpent (but you are also
limited to your Concentrate knack, too).
Firebird: You may spend 6 actions to convert 4 levels of fire within your range into a
large bird made of flame. You take 10 flesh wounds only when it is summoned. The bird
has a 40-foot wing span and may travel 50 miles per day per dot you have in this knack.
It does not harm anyone who touches it and it may carry the sorcerer plus one addition
passenger per dot in this knack. The bird does not have an attack normally, but it behaves
as though it has 3 in every trait. It may be dispelled at will but it cannot otherwise be
destroyed except by immersion in water. Optionally, the sorcerer may opt to have the bird
explode when it is dispelled, dealing the equivalent of a rank 4 explosion. Doing so
extinguishes the bird entirely.
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Eisen “Sorcery:” Dracheneisen
Dracheneisen is not actually sorcery, but it serves as much as a signifier of rank and noble
privilege in Eisen as sorcery does in every other Thean nation. The Eisen people are proud of
their lack of a sorcerous lineage, as they believe it speaks for their stoicism and self-reliance. But
Eisen is similar enough to other Thean nations that they have a long-entrenched noble class, and
they are entrenched with the help of this curious material. Some non-nobles even have
Dracheneisen, single heirlooms handed down to them through many generations. At this point,
noble families are so old in Eisen and the War of the Cross’ damages so great, that pieces of this
material have spread far and wide, to ever-dividing old collections to once-great and now fallen
houses of yore.
Dracheneisen does not have knacks, or even a skill. It is usually purchased at character
creation but great feats of valor or honor may earn Eisen characters more piece of this rarest of
materials. Non-Eisen characters may never have or use Dracheneisen, even if they earn the
respect of Eisen’s highest noble houses. Dracheneisen is a jealously-guarded commodity in
Eisen, but it also a physical representation of a character’s Eisen-ness, in a word. Of course, there
is nothing, mechanically, keeping a character from stealing Dracheneisen from a dead or
defeated Eisen. What will happen is that every Eisen the thieving character meets while donning
the Dracheneisen will attack him or her on sight. Even if the character keeps such treachery
hidden, word will get out, and the Eisen hold a grudge...
(In short, this is Eisen’s version of sorcery. Just as any non-Montaigne cannot take Porte
or any non-Aegean cannot take Achillius, non-Eisen cannot take Dracheneisen, ever. 7th
Sea’s
system is more than able to give the GM everything he or she needs to assure this, despite any
unwise actions on the character’s parts. Consider this your only warning.)
Dracheneisen may be bought like other Sorcery: at 50 XP or 25 XP. Eisen may also spend
12 XP for a minor level of this advantage. Each level gives the character a certain amount of
Dracheneisen Points to spend on items made of Dracheneisen. Armor items contribute Armor
Points that place the character at one of four tiers on an armor table. Each tier on the table helps
defend the character by reducing incoming flesh wounds o increasing passive defense. Weapons
made from Dracheneisen add unkept dice to their attack and defense checks (or to range, for
ranged weapons).
Benefits:
You may purchase the Noble advantage at -8 XP
You may gain a damage reduction or passive defense bonus if you purchase armor with
your Dracheneisen Points. These bonuses cannot be negated by things like Pommel Strike
or Corps-a-Corps, but characters may make called shots to negate these bonuses (see
below). Calling a shot in this way requires many raises that will not add to damage, but
the character’s Dracheneisen cannot factor into the passive defense or flesh wounds of the
attack.
You gain +5 Reputation against other Eisen and are afforded some minor, intangible (and
non-mechanical) social breaks in the eyes of most Eisen.
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XP Spent Dracheneisen Points Gained
50 20
25 10
12 5
Dracheneisen Item Cost in Dracheneisen Points Effect
Boar Spear 4 +1 ukd on Polearm knacks (including school)
Bodice Dagger 3 +1 ukd on Knife knacks (including school)
Broadsword 5 +1 ukd on Heavy Weapon knacks (including school)
Crossbow 4 +20 yd range; -5 to opponent’s passive defense
Dagger 2 +1 ukd on Knife knacks (including school)
Knife 3 +1 ukd on Knife knacks (including school)
Musket 7 +30 yd range; -5 to opponent’s passive defense
Pistol 5 +20 yd range; -5 to opponent’s passive defense
Polearm 5 +1 ukd on Polearm knacks (including school)
Rapier 4 +1 ukd on Fencing knacks (including school)
Spear 4 +1 ukd on Polearm knacks (including school)
Stiletto 3 +1 ukd on Knife knacks (including school)
Zweihander 6 +1 ukd on Heavy Weapon knacks (including school)
Arm Guard 3 2 Armor Points; may purchase twice
Boot 2 1 Armor Point; may purchase twice
Breastplate 7 6 Armor Points
Gauntlet 3 2 Armor Points; may purchase twice
Helmet 4 3 Armor Points
Leg Guard 3 2 Armor Points; may purchase twice
Shield 4 2 Armor Points; +1 ukd on Shield knacks (including school)
Panzerhand 5 2 Armor Points; +1 ukd on Panzerhand knacks
Built-in Pistol 3 (Requires Panzerhand) First successful attack automatically fires a pistol that deals a
combined (Brawn)+4k3damage. Pistol may be fired normally but
two raises must be taken to hit. Normal Pistol range, etc.
Locking Grip 2 (Requires Panzerhand) May be used after a successful Bind or Disarm to lock opponent’s
weapon into fist. Locked weapon cannot be freed. Locks shut until a
key is used over 3 actions to unlock it.
Mounted Crossbow 2 (Requires Panzerhand) Small Crossbow mounted atop the Panzerhand that deals 2k3
damage (a raise is needed to gain the third die, which is kept).
Normal Crossbow range, etc.
Spikes 1 (Requires Panzerhand) Base damage is 2k2 instead of 2k1
Weighted Knuckles 1 (Requires Panzerhand) Base damage is 3k2 instead of 2k1; fused into a closed fist
Lock An unbreakable padlock and key
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Raw Dracheneisen 2 Enough un-worked Dracheneisen to make 3 Dracheneisen Points
worth of items o this list. The Niebelung advantage is required to
refine and work raw Dracheneisen into items. Each item requires 1
week per Dracheneisen Point it would normally cost.
Armor Points from Dracheneisen Effect (not cumulative) Raises Needed to Negate
1 to 6 -5 incoming flesh wounds* 2
7 to 12 -5 incoming flesh wounds; +5 passive defense 3
13 to 18 -10 incoming flesh wounds; +5 passive defense 4
19 to 26 -10 incoming flesh wounds; +10 passive defense 5
*Note: If damage reduction reduces your incoming flesh wounds to 0, you must still make a
wound check against your current total because you were still hit.
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Montaigne Sorcery: Porte
Many nobles and some common folk (perhaps of illegitimate noble descent) of
Montaigne are able to open portals in the fabric of space itself, granting them the ability to bring
things, themselves, and even other people both to and from specific places. This sorcery requires
the practitioner to attune to certain objects by “blooding,” literally marking an object with the
sorcerer’s own blood. This allows the sorcerer to home in on the object, although this connection
is more than just mystical. If the blood is wiped away or otherwise removed, the connection is
severed. As long as the blooded connection remains, however, the Porte sorcerer can open doors
in space that scream and bleed but allow the sorcerer to reach in and take or drop things through.
Benefits:
You may purchase the Noble Advantage at -8 XP
The size of portals you can open increases as your mastery level increases. You may open
a small, 2’ by 2’ portal as an Apprentice (this portal is not large enough to pass any
human-sized objects through). You may open a medium, person-sized portal as a
Journeyman (large enough for you alone to go through before it closes). You may open a
larger portal as a Master, which allows a number of people equal to your Resolve
(including you) to pass through before it closes.
Masters can craft permanent Porte gates at the cost of 10 drama dice and one permanent
blooding. This may be crafted over any amount of time. When both arches are completed
and both are blooded, the sorcerer is considered to have one less blooding available to
them until the gate is physically destroyed. The gate cannot be otherwise dispelled and its
effects are permanent. The maximum distance between two linked gates is equal to the
creator’s Resolve times 200 miles. Anyone can pass through the gate after it is completed,
but anyone doing so suffers one dramatic wound upon exiting. If a permanent gate is
unused for a year or more, the next person to pass through it does not emerge on the other
side...
Tell:
Frequent or even rare use of Porte renders the sorcerer’s hands red with blood stains.
Porte portals bleed as they are opened (and a distant screaming and sound can be heard), and the
more skilled a sorcerer gets in this sorcery, the more this blood stains the hands. Apprentices tend
to have a faint but noticeable pink pallor to their hands and wrists. The TN to notice these stains
(Wits or Resolve + Perception) is 30. Adepts tend to have a distinct light red color to their hands
up to halfway up their forearms. The TN to notice these stains is 20. Masters have deep crimson
stains all the way up to their elbows. The TN to notice these stains is 10. Sorcerers may wear
gloves or the like to conceal this, the result of a Finesse + Conceal or Fashion check replacing
the aforementioned TN.
Complication:
Rumors and theories abound about the dangers of Porte, but everyone who knows even a
bit about the art knows the same thing: it is indeed dangerous. There are many stories about hasty
or unwise (perhaps even curious) sorcerers passing through portals of their own creation and then
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simply... never emerging on the other side. They rarely leave a trace, but sometimes these rumors
hint at a more visceral, immediate scream just before the portal closes forever. All anyone knows
now is: close your eyes. Every time anyone (sorcerer or not, such as someone taken through a
portal by a Master) passes through a Porte portal must make a Resolve check at TN 10 to close
his or her eyes. Failure at this check causes the character to not emerge on the other side.
Knacks:
Each knack in Porte corresponds to a different way a portal is made or used. Not all of
them are required for Porte to function, but Blooding, Bring, and Walk are (and tend to be the
core knacks).
Attunement: You can tell what direction a specified blooded object is from you. Range
depends on your dots in this knack: 1 dot = 20 feet; 2 dots = 100 feet; 3 dots = 1 mile; 4
dots = 5 miles; 5 dots = 20 miles.
Blooding: You can spend 5 actions (1 full minute out of combat) to concentrate and place
your blood on an object. Roll Resolve + Blooding. The base TN for this is 20, but every
raise you take gives you an extra unkept die toward late rolls to open portals to that object
(via Bring or Walk). You may blood 3 objects at a time as an Apprentice, 6 as an Adept,
and 9 as a Master.
Bring: You may spend two actions to bring a Blooded object to you. Roll
(R)+(Bring)k(R) at a TN of 20. Failure may lose the item in the space between. You may
only bring something to you with this knack; you may not move something, including
yourself, to the blooded object with this knack (see “Walk,” below).
Catch: You may use this as an Active or a Passive Defense against any ranged attack. If
you use this knack, you gain +5 to both Passive Defense TN and Active Defense rolls
against thrown weapons.
Pocket: You may spend one action to stow or fetch a small item (no bigger than a fencing
sword) from a safe pocket in space. The pocket holds 10 pounds for each dot in this
knack. Roll (R)+(Pocket)k(R) to fetch the item. If you take two raises, you may fetch one
item without spending an action. Items left in a pocket may disappear if left there for
more than a few days.
Walk: You may use two actions to reach to a Blooded item. Roll Resolve + Walk at a
base TN of 20. Apprentices may only reach to it (and may leave things, but must use the
Bring knack, above, to take things), but Adepts and Masters may move themselves to the
item through a large portal. Moving oneself through the portal takes one more action + 1
action per additional person going through (for Masters). Additional travelers add 10 each
to the TN. At Adept you may also Walk while falling to land safely at Blooded object.
Roll Resolve + Walk, the TN being determined by the height from which you fell: 1 story
= 30 TN; 2 stories = 25; 3 = 20; 4 = 15; 5 = 10; 6+ = 5. Anyone using Walk to move
themselves through a portal must make a TN 20 Resolve check or suffer from nausea for
1k1 rounds during which time they lose 2 unkept dice to all actions. Porte sorcerers may
reduce the number of phases by their Resolve.
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Ussuran Sorcery: Pyeryem
Those few in Ussura that are truly blessed by the folkloric guardian of Ussura, Matushka,
gain the ability to shapeshift. Pyeryem allows the sorcerer to borrow the form of any animal with
whom they form a sacred pact. This pact usually involves performing a favor for a specific
animal to gain its trust and respect, but not necessarily its friendship. Once an understanding is
established, the sorcerer offers his or her own longevity as a trade to be able to borrow the
animal’s form. The animal will live as long as the sorcerer does, and in exchange the animal will
help the sorcerer live longer by offering its form as help. As a Pyeryem sorcerer’s mastery
increases so too does the control over how the sorcerer’s forms may be used. Animal forms may
be maintained until either sunrise or until the sorcerer opts to roll Resolve + Human or Resolve +
another animal form knack to take that new form. If the sorcerer fails any
Benefits:
You may purchase the Noble advantage at -8 XP.
You may use your animal form knacks differently as your mastery level increases.
o As an Apprentice, you may spend a drama die and roll Resolve + an animal form
knack to take the form of that animal. You take on all of the aspects of that
animal, including all of the Boons and Flaws associated with each aspect. Note:
returning to human form via Resolve + Human never costs a drama die.
o As an Adept, you may spend a drama die and roll Resolve + an animal form knack
to take on only one aspect of that animal’s form. You gain both the Boons and
Flaws of that aspect, but you otherwise retain your human form. You may not
mix animal forms, however.
o As a Master, you may spend a drama die and roll Resolve + an animal form knack
to gain all of the Boons of the animal’s aspects but you need not take the Flaws
that arise from the form. You retain your human form but you gain the attributes,
senses, locomotion, and natural weapons of that animal form. You may assume
only one animal form at a time in this way, like Adept's partial change.
You may forgo the expenditure of the drama die to use either full change (Apprentice) or
partial change (Adept) if you are at least one mastery level higher than needed for that
use and if you take two raises when you make the transformation roll. For example: an
Adept may opt to take two raises to take the full form of a wolf at not cost of drama dice
if the TN is hit (25 normally, effectively 35 after the two raises). Similarly, a Master may
use partial change without spending a drama die if two raises are taken.
Tell:
Pyeryem sorcerers’ eyes turn a bright green color upon manifesting their sorcerous
heritage (at the same time other sorceries typically manifest, during puberty). This eye color is
distinctly bright in a way that is exceptionally rare amongst any Thean, let alone non-sorcerous
Ussurans. While it is not impossible for someone to have such an eye color naturally, anyone
who knows any better about Ussura knows that green eyes paired with Ussuran dress or accent
usually means sorcery.
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Complication:
Donning animal forms and Matushka’s blessing itself is like putting on a warm sweater
on a cold day to Pyeryem sorcerers. It is a comfort, but it can be an infectious one. If a Pyeryem
sorcerer spends too much time (more than an hour) in an animal form, or uses more than 3 in a
day, the GM may opt to have the sorcerer make a Resolve check at TN 10. Failure makes the
sorcerer forever more act more animalistic. At first, the character may adopt just one or two odd
habits, but each successive failure adds more habits. These habits tend to make the sorcerer more
likely to use animal forms, making his complication a rather slippery slope. Each failure,
including the first, also reduces the sorcerer’s die pool in this check by 1 kept die. If the sorcerer
is reduced to 0 dice for this check, they may still make it if called to do so, but it is considered a
Trait 0 check (so a drama die is likely required to succeed). Failing this check when Resolve in
this check has already been reduced to 0 mans the character submits forever to the sensations of
their animals forms and all but loses their human sentience. The character retains all knacks and
traits but cannot be a hero and will act entirely as an animal.
Knacks:
Each of the following knacks represents an animal form. The two exceptions are Human
an Speak. Dots taken at character creation may be from any of these, although a pact with the
appropriate animal is required to buy the first dot of any animal form knack after character
creation. Use the animal form knack as your knack when performing any action that cannot be
represented by human skills (such as burrowing, flying maneuvers, and natural weapon attacks
like claws).
Animal forms have Aspects that carry Boons and Flaws with them. Unless using the
Master level use of Pyeryem, you must take both the Boons and Flaws of all of a form’s Aspects
(for Apprentice) or one a form’s Aspects (for Adept). Note: not all Aspects are the same. “Small
Size” grants different Boons and Flaws for the Asprey and the Cat, for example.
Knack TN Aspects Boons Flaws
Asprey
(A flying snake)
20 Small Size
Fangs
Wings
Speed
+10 Passive Defense
0k2 damage attack
Flight
+1 ukd for initiative
-1 Brawn (down to 1)
No grasping limbs
Boar 15 Burly
Tusks
Hooves
+1 Brawn
0k3 damage attack
+1 ukd for initiative
No grasping limbs
Boca
(A large,
aggressive, leaping
rodent)
10 Small Size
Claws
+10 Passive Defense
+3 ukd to Leaping
-1 Brawn (down to 1)
No fine manipulation (lose high die)
Cat 15 Small Size
Claws
Grace
Ears
Eyes
Paws
+2 Finesse
+3 ukd to Climb
+1 ukd to Balance and Break Fall
+3 ukd to hearing Perception
Can see in total darkness
+3 ukd to Stealth
-1 Brawn (down to 1)
-1 ukd to sight Perception in light
Drachen 45 Huge Size +3 Brawn -1 Finesse (down to 1)
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Scales
Maw
Claws
Fire Breath
+10 Passive Defense
0k3 damage attack
0k2 damage attack
5k3 damage ranged attack
Duck 15 Wings
Lungs
Webbed Feet
Flight
+3 Resolve against drowning
+2 ukd Swimming
No grasping limbs
Elephant 40 Huge Size
Trunk
Tusks
Form
+3 Brawn
0k1 damage attack, may grapple
0k2 damage attack
-5 incoming flesh wounds
-1 Finesse (down to 1)
No grasping limbs
Firebird 30 Majesty
Wings
Talons
+10 Passive Defense
Flight
0k2 damage attack
No fine manipulation (lose high die)
Fish 10 Gills
Fins
You cannot drown in water
Move at will in water, unimpeded
You drown in air
No grasping limbs
Frog 15 Lungs
Legs
Webbed Feet
+3 Resolve against drowning
+3 to Leaping
+3 to Swimming
No fine manipulation (lose high die)
Goat 10 Hooves
Horns
+2 Brawn
0k2 damage attack
No grasping limbs
Hawk 15 Small Size
Talons
Wings
Eyes
+1 ukd to initiative
0k2 damage attack
Flight
+3 ukd to sight Perception
-1 Brawn (down to 1)
No fine manipulation (lose high die)
Hinde
(A large, mythical
reindeer-like beast)
35 Hooves
Agility
Antlers
Legs
Speed
+3 Finesse
+10 Passive Defense
0k2 damage attack
+3 ukd to Leaping
+1 ukd to initiative
No grasping limbs
Horse 15 Hooves
Agility
Speed
+2 Brawn
+5 Passive Defense
+3 ukd to Sprinting
No grasping limbs
Human 15 None Used to regain human form (no drama
die required).
Kodiak Bear 35 Huge Size
Maw
Claws
Nose
Paws
Fur
+3 Brawn
0k2 damage attack
0k3 damage attack
+3 ukd to smell and taste Perception
+1 ukd to Swimming
Unaffected by cold
-3 ukd to attack rolls
No fine manipulation (lose high die)
Extreme heat affects you worse
Monkey 20 Agility
Arms
Legs
+1 Finesse
+3 ukd to Climbing
+2 ukd to Break Fall
Mouse 15 Tiny Size
Ears
Nose
Eyes
Paws
+10 Passive Defense
+3 ukd to hearing Perception
+3 ukd to smell and taste Perception
Can see in the dark
+3 ukd to Stealth
-3 Brawn (down to 1)
-1 ukd to sight Perception in light
No mine manipulation (lose high die)
151
Otter 15 Lithe
Lungs
Nose
+3 ukd to Swimming
+3 Resolve against drowning
+3 ukd to smell/taste Perception
-1 Brawn (down to 1)
Owl 10 Small Size
Wings
Eyes
Grace
+1 Finesse
Flight
Can see in the dark
+3 ukd to Stealth
-1 Brawn (down to 1)
No fine manipulation (lose high die)
-1 ukd to sight Perception in light
Rabbit 15 Small Size
Claws
Ears
Eyes
Legs
Speed
+5 Passive Defense
Dig at 2*Finesse inches per action
+3 ukd to hearing Perception
+2 ukd to sight Perception
+3 ukd to Leaping
+1 ukd to initiative
-2 Brawn (down to 1)
No grasping limbs
Raven 15 Small Size
Wings
+5 Passive Defense
Flight
No fine manipulation (lose high die)
Red Fox 15 Small Size
Throat
Nose
Legs
Paws
+5 Passive Defense
Howl (can communicate 5 miles)
+3 ukd to smell and taste Perception
+2 ukd to Leaping
+3 ukd to Stealth
-1 Brawn
No grasping limbs
Reindeer 10 Hooves
Antlers
Fur
+1 Finesse
0k2 damage attack
Unaffected by cold
No grasping limbs
Extreme heat affects you worse
Snake 20 Small Size
Fangs
Speed
Form
Lithe
Scales
+1 Finesse
0k2 damage attack
+1 ukd to initiative
Dig at 2*Finesse inches per action
+2 to Climbing
+3 ukd to Stealth
No grasping limbs
-2 ukd to hearing Perception
Snow Leopard 35 Large Size
Claws
Nose
Legs
Speed
Fur
Eyes
+2 Brawn
0k2 damage attack
+3 ukd to smell and taste Perception
+2 ukd to Leaping
+1 ukd to initiative
Unaffected by cold
+2 ukd to Ambush
No grasping limbs
Extreme heat affects you worse
-2 ukd to sight Perception
Songbird 15 Tiny Size
Speed
Wings
+10 Passive Defense
+2 Finesse
Flight
-3 Brawn (down to 1)
No grasping limbs
Speak Varie
s
None Used to communicate with animals
while you are in any form. The TN
increases the further you get away from
Ussura (no drama die required for use).
Turtle 15 Shell
Lungs
Webbed Feet
+10 Passive Defense
+3 Resolve against drowning
+3 ukd to Swimming
-1 Finesse (down to 1)
No grasping limbs
Wolf 25 Large Size
Teeth
Howl
Ears
+1 Brawn
0k2 damage attack
Howl (can communicate 5 miles)
+3 ukd to hearing Perception
152
Nose
Paws
+3 ukd to smell and taste Perception
+3 ukd to Stealth
No grasping limbs
153
Vendel / Vestenmannavnjar Sorcery: Laerdom
Laerdom is the power of true names. This magic was given to the Vesten by the old gods
and the descendants of those chosen to wield this power may still invoke runes to affect the
weather and human emotions. Invocation of these rune true names requires drawing the given
rune in a temporary or permanent medium. Unfortunately, the use of this power also takes a
minor but frequent physical toll on the practitioner, and wanton use of this sorcery can cause real
injury to the sorcerer.
Note: due to the bitter division between the Vesten and the Vendel and the Vendel’s
abandonment of the old ways, Vendel characters are limited to buying this sorcery at half-
blooded and may therefore never buy more than three dots in any knack and may never attain
adept or master levels.
Benefits:
You may purchase the Noble advantage at -8 XP.
Apprentice: You may invoke (by Apprentice use) a number of runes per day equal to your
wits times your mastery level. Some of these effects are instantaneous, and some are
sustained effects that usually affect die pools. A character may be targeted by sustained
Laerdom effects, be they positive or negative, only up to his Brawn. Effects that exceed
the target's Brawn will push out the oldest effect to replace it. Invoking a rune
(Apprentice ability) deals 6-(Rune knack) flesh wounds to the caster upon invoking.
Adept: You may inscribe runes. These do not count against your invocation limit per day
but you may only inscribe a number of runes at once equal to your Brawn. Roll as though
you were invoking (as per the Apprentice level ability) the rune when you inscribe it.
This is the number that any future activation will use, automatically (including any raises
you took). An inscribed rune will function a number of times equal to your Resolve (at
the time of inscription), or one full year, whichever comes first. Anyone can activate an
inscribed rune, provided they know the items' name and speak it when they activate the
rune. Anyone activating an inscribed rune takes 1k1 damage.
Master: You may brand yourself to Become one rune (only one, for your lifetime). You
may use the invocation effect(s) of that rune at-will (as an action), and there is no limit to
the number of times you can invoke this rune per day. You still receive 6-(Rune knack)
flesh wounds when you invoke it, though. For runes that grant die pool bonuses, you gain
that bonus permanently (but you may not stack the effect by invoking the rune again on
yourself).
Tell:
Your eyes have a very faint glow which is most noticeable in the dark. The TN to notice
this glow increases as the light in a room or area does, and the TN is only 5 in pitch darkness.
Typical TN to notice this (usually Resolve + Perception, but Wits + Perception may be used as
the glowing flares up a bit when a rune is invoked) is 20 in a well-lit room and 30 in natural,
direct sunlight.
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Complication:
Use of Laerdom causes you minor, but nonetheless real, physical harm. Invoking runes
inflicts flesh wounds on you as you use them, which immediately provoke wound checks when
they are incurred.
Knacks:
Each Laerdom knack is a rune that represents a concept. Those concepts apply some
instantaneous effect or grant a temporary bonus to certain rolls. There is no limit to the number
of rune knacks a Laerdom sorcerer can take, and there is no special system for learning runes that
a sorcerer does not already have one dot in. Bear in mind, though, that specializing in four runes
is required for greater mastery levels.
For non-instantaneous knacks effects, you may take raises to extend the duration of the
effect. The first duration listed for each knack is the base duration; the second duration is the
duration added for each raise.
Rune Knack Duration TN Effect
Bevegelse
(Empathy)
1 scene
1 scene
15 +2 unkept dice to Charm (repartee), Cold Read, and Sincerity.
Elska
(Love)
30 minutes
10 minutes
15 You may increase the precipitation in one square mile per mastery level by a
number of stages equal to 1 + the raises you take, up to to your mastery level.
Ensomhet
(Solitude)
10 minutes
5 minutes
15 +2 unkept dice to all Resolve checks.
Fjell
(Mountain)
10 minutes
5 minutes
25 Ignore a number of dramatic wounds equal to the lower of your Brawn or
mastery level.
Fornuft
(Gateway)
1 round
1 round
20 You can remotely view a place you are familiar with (apprentice), have
visited for a short while (adept), or have simply seen (master). You must close
your eyes and you may not speak during the duration.
Grenselos
(Unbound)
1 scene
1 scene
15 +2 unkept dice to Knotwork, Escape, or Lockpicking.
Herje
(Ruin)
1 roll
1 roll
20 Give a target a penalty of your rank in this knack + your Resolve to the next
roll they make.
Host
(Harvest)
1 session
n/a
20 You may take -1 rank in a knack for one session to gain 2 XP that may only
be used to increase the chosen knack.
Kjolig
(Hatred)
30 minutes
10 minutes
15 You may decrease the temperature in one square mile per mastery level by a
number of stages equal to 1 + the raises you take, up to to your mastery level.
Kjott
(Flesh)
1 scene
1 scene
15 +2 unkept dice to Riddles, Scheming, and Sincerity.
Krieg
(Warrior)
3 rounds
1 round
15 +2 unkept dice to all simple Attack knacks.
Kyndighet
(Skill)
3 rounds
1 round
20 You may reroll one die per round. You may take the better of the two results
(you need not take the second).
Lidenskap
(Passion)
30 minutes
10 minutes
15 You may increase the temperature in one square mile per mastery level by a
number of stages equal to 1 + the raises you take, up to to your mastery level.
Morna
(Wasteland)
30 minutes
10 minutes
15 You may decrease the precipitation in one square mile per mastery level by a
number of stages equal to 1 + the raises you take, up to to your mastery level.
Nod 30 minutes 15 You may increase the wind severity in one square mile per mastery level by a
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(Intensity) 10 minutes number of stages equal to 1 + the raises you take, up to to your mastery level.
Reise
(Journey)
1 scene
1 scene
15 +2 unkept dice to all Perception checks (Wits or Resolve).
Sinne
(Anger)
10 minutes
5 minutes
15 +2 unkept dice to all Brawn checks.
Stans
(Calm)
30 minutes
10 minutes
15 You may decrease the wind severity in one square mile per mastery level by a
number of stages equal to 1 + the raises you take, up to to your mastery level.
Sterk
(Wholeness)
3 rounds
1 round
15 Add your rank in this knack + 5 to the target's Passive Defense.
Storsaed
(Greatness)
1 scene
1 scene
20 Each raise gives you a free raise (+5 to a roll) that you may grant to anyone in
the scene. These free raises must be given to their targets before they make
their affected roll. You may take a number of raises when you use this knack
equal to your lowest trait + 1. These raises must be used within the duration
or they are lost.
Styrke
(Strength)
3 rounds
1 round
15 +1 unkept die on all damage rolls.
Tungsinn
(Gloom)
1 scene
1 scene
15 +2 unkept dice to Intimidate (repartee), Cheat, and Gossip.
Uvitenhet
(Mystery)
1 scene
1 scene
15 +2 unkept dice to Cryptography, Occult, and Seduction.
Varsel
(Omen)
10 minutes
5 minutes
20 Only those you wish to understand you may understand your spoken words.
Others hear a garbled language.
Velstand
(Wealth)
Instantaneous 25 You may ask the GM a question that is answered in the form of a riddle
vision of an ancestor. The more direct and clear your question, the more
likely you are to get a clearer response.
Villskap
(Fury)
Instantaneous n/a You call down a lightning bolt on a target. Raises may be needed to strike
while inside buildings or other structures where the sky cannot be seen.
Range is 25 yards per mastery level. Attack with Villskap + Finesse k Finesse
instead of the normal Resolve invocation roll (use the target's passive defense
as the TN, as per a normal attack). Raises may be taken normally to add to
damage. Damage is Villskap k 2 for Apprentice, Villskap k 3 for Adept, and
Villskap k 4 for Master. This attack deals additional dramatic wounds like a
sword (on 20's, not 10's like a gun).
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Vodacce Sorcery: Sorte
Sorcery in Vodacce is held only by some select few women. These women are highly
valued, jealously guarded, and understandably feared because they can see a person's darkest
pasts and futures. Fate Witches, as Sorte sorceresses are commonly known, are able to perceive
and even manipulate the stands of fate that bind everyone together. By following these strands to
their origins, fate witches can see a person's past in cryptic glimpses. And although the future is
never predetermined, fate witches also have a much better grasp on it by seeing these strands and
the possibilities they represent. All this knowledge makes them potent weapons in Vodacce's
Great Game of political intrigue, but it also enslaves the sorceresses. The men of Vodacce know
that if their weaponized fate witches were to ever have the will or the presence of mind to rise up
against them, their Sorte would make short work of the ruling Princes almost overnight. As a
result, Vodacce culture is stiflingly sexist, and fate witches specifically are kept under lock and
key, to “protect” them from rivals... and to protect the noble men themselves from the witches.
Fate witches are typically trained to be submissive and demure, speaking only when spoken to
and never learning scholarship or literacy. There are, of course, some good souls secretly
shuttling these women out of Vodacce where they can live there lives in more intellectual and
literal freedom.
Benefits:
You may purchase the Noble advantage at -8 XP.
Your ability to manipulate the strands of fate increase with your mastery level:
◦ Apprentice: You may see and slightly alter the strands of fate.
▪ You may use the card (colored) stands to see the relationships between people.
(R)+(Strand knack)k(R) to see the end of the thread. Base TN is 15. Success lets
you see clearly who is at the other end of the thread belonging to your subject (the
person you are looking at). For each raise, you see one moment of the past of the
subject’s relationship. Success tells you one of a character's backgrounds, if there
is one related to the strand.
▪ You may use (R)+(Arcana) at a TN of 20 to see a person's hubris. You may take
only two raises (no more) to see the character's most expensive advantage, too.
(Sword Schools and Sorceries do not count as advantages). Note: Secret Society
membership advantages will either be skipped over (so you see the next most
expensive one) or the image will be muddled by the occult nature of such
societies, at the GM’s option.
▪ You may Bless or Curse someone by looking into someone's eyes, saying their
name, and kissing them. Choose a card (colored) knack and roll (R)+(Sorte
knack)k(R). You grant one Blessing or Curse die for every 15 you roll. You
receive an equal amount of Curse Dice. Blessing dice add unexploding dice to
every roll related to that strand until those dice roll 10's. Curse dice subtract
unexploding dice from all rolls related to that strand until those dice roll 10's.
Blessing and Curse dice are kept dice and do not affect the normal die roll (in
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terms of number of dice rolled and the like).
◦ Adept: You may twist and stretch the strands of fate.
▪ You may use the strand knacks to see fate in the same way as an Apprentice, but
you may now opt to see moments in the subject’s most likely futures for each
raise, in addition to seeing the past. You may split your vision if you take multiple
raises, seeing one moment of the past and one of a future if you take two raises
and succeed, for example. Seeing another person at the end of the strand is
unaffected by this additional mastery.
▪ You may now see additional advantages when using the Arcana knack. The base
TN to see a subject's hubris remains 20, but you see one of that character's
Advantages for every raise you take (instead of two), starting with the most
expensive one(s). The restriction to seeing Secret Society membership advantages
still applies, however.
▪ You may alter the strands of fate in a way that alters characters' backgrounds. You
must know at least one of a character's backgrounds (via looking at strands as per
Apprentice). You may then roll (R)+(strand)k(R), using the appropriate strand
knack (that corresponds best to the background you want to affect). The TN is 10
times the background dots of the background you wish to affect. If you succeed,
you may raise or lower the background dots by 1 for your Resolve in days, or
until you choose to end the effect. Artificially altered background dots behave as
though they were at the new level and do gain the character more or less XP if any
when they come up. If a background is raised above 3, then fate will conspire to
make it an issue immediately, by whatever means or circumstance is necessary.
This twisting of fate is sometimes dangerous for more than just the subject.
▪ You may buy dots in the Black Strand, which sees who and what kills the subject,
and when. You use the Black Strand as an Apprentice uses the other strands.
◦ Master: You may create or destroy fate strands.
▪ You may create backgrounds, threading two people together using any strand you
choose. Roll (R)+(strand)k(R) against a TN equal to 20 times the background dots
you intend to set upon the characters. You do not choose how, exactly, the two are
tied together by the strand, but fate and circumstance will make it so (usually
unpleasantly). These artificial strand last for your Resolve in days, but they can be
made permanent if you spend 3 Drama Dice. You may only affect a person with
one such artificial background at once, even if it is made permanent.
▪ You may destroy backgrounds by snapping the threads that bind people together.
Roll (R)+(strand)k(R) against a TN equal to 20 times the background dots of the
background you intend to affect. Success lowers the background by one dot
permanently. You may only affect a person in this way one per month.
▪ You may use the Black Strand as an Adept would use the other strands, including
seeing future glimpses with raises and using it to manipulate backgrounds that are
likely to kill a character.
158
Tell:
Your eyes glaze over with a light gray color when you are focusing on or manipulating
the strands of fate. Gray threads weave and dance over the color of your eyes when you perceive
fate strands as per Apprentice mastery. Your irises take on a semi-translucent gray over the
normal color of your irises when you use Adept abilities. Your irises turn an eerie light gray,
almost white color when Master abilities are used.
Complication:
If you explode more than one 10 in any Sorte roll, you receive one Fate Lash. Literal
lashes appear on your body somewhere. You lose 3 Drama Dice. (You may spend Karma in
response to this to add Drama Dice to your pool). For every lost Drama Die that you do not have
to lose, you take 1 Dramatic Wound that does not heal for 4-(mastery level) weeks, one at a time.
Knacks:
Arcana: Used to see and a character's hubris and some advantages.
Black (Adept and Master only): Death. What relationships are tied to a person's death.
(Black)
Coins: Commerce. Business and financial relationships. (Yellow)
Cups: Passion. Emotional relationships. (Blue)
Staves: Authority. Status and respectful relationships. (Green)
Swords: Conflict. Physically or mentally conflicting relationships. (Red)
159
Equipment
Characters begin the game with 30 Guilder to buy equipment. Non-weapon equipment is
not listed here, but the cost can be described by the GM (the price will often vary from nation to
nation). Weapons have been kept consistent, though, for the sake of simplicity. Likewise, the
Vendel Guilder is used universally for the currency, for the sake of ease (although GMs may, at
their option, use the Montaigne Sol, Ussuran bartering system, or other currency instead).
Characters should be aware of their membership advantage and what income that grants them in
addition to this starting 30 Guilder. Starting characters receive one month of their monthly
income on top of this 30 Guilder.
The following is a list of weapons for use in 7th
Sea. Each has a corresponding martial
skill that allows a character to attack and defend with it.
Ranges listed for ballistic or thrown weapons form the close and long range ends of
optimal range. At close range or closer, use the penalty given (to hit, not damage). At long range
or longer, use the penalty given (to hit, not damage). Any range between the two suffers no
penalty. Characters may take additional long range penalties for every range increment of long
range, taking the given penalty for each of those increments. These increments are limited to the
character’s Finesse, however.
For example:
The Bow has a short range of 75 yards and a long range of 200 yards. This means that
between 75 and 200 yards, the character suffers no penalty. He is at -5 to hit at less than 75 yards,
and he is at -10 to hit if he shoots over 200 yards. He may shoot 400 yards at -20, and 600 yards
at -30, but his Finesse is 3, so he must stop there.
Weapon Skill Hit Damage < S. Range > L. Range Notes Cost
Battle Axe Heavy Weapon - 3k2 - - - 12
Bayonet Polearm - 2k2 - - Must be fixed
to musket
3
Blowpipe Blowpipe - 1k1* 5 yd: -0 8 yd: -5 - 1
Boar Spear Polearm - 2k2 - - +1 to
opponent's next
action die after
first hit each
round
Bodice Dagger Knife - 2k1 - - +10 to conceal 10
Bow Archer - 2k2* 75 yd: -5 200 yd: -10 - 8
Broad Sword Heavy Weapon - 3k2 - - - 12
Chain Chain - 1k2 - - +5 to initiative
total
5
Claymore Heavy Weapon -1 ukd 4k2 - - - 15
Crossbow Crossbow - 3k3* 50 yd: -5 100 yd: -10 - 12
Cutlass Fencing -1 ukd 3k2 - - - 10
Dagger Knife +1 ukd 1k1 (B+3) yd: -0 (B*2+5) yd: -5 - 4
Hand Axe Heavy Weapon - 2k2 (B+5) yd: -5 (B*2+8) yd: -10 - 6
160
Harpoon Polearm - 2k2 (B+3) yd: -0 (B*2+5) yd: -5 3k3 damage vs
whales or
similar sizes
6
Improvised
Weapon
Dirty Fighting - Varies - - Exploding 10's
to hit or
damage breaks
the item at the
end of the
action
0
Knife Knife - 1k2 - - - 6
Long Bow Archer - 3k2* 100 yd: -5 200 yd: -10 Avalonian only 20
Main Gauche Knife - 2k1 - - +1 ukd to Parry 8
Musket Firearm - 5k3* 40 yd: -10 80 yd: -15 Extra wounds
in increments
of 10
25
Panzerhand Panzerhand - 2k1 - - - 5
Pistol Firearm - 4k3* 15 yd: -10 30 yd: -15 Extra wounds
in increments
of 10
20
Polearm Polearm - 3k2 - - - 15
Rapier Fencing - 2k2 - - - 15
Scimitar Fencing - 2k2 - - +1 ukd to
Lunge
15
Sling Sling - 0k2 (B*5) yd: -5 (B*10) yd: -10 - 1
Spear Polearm - 2k2 (B+3) yd: -0 (B*2+5) yd: -5 - 10
Stiletto Knife +1 ukd 0k2 - - - 8
Unarmed D. Fighting,
Pugilism
- 0k1 - - - 0
Whip Whip - 2k1 - - -1 to action
dice to attack
4
Zweihander Heavy Weapon - 3k3 - - Must be reset
after each
attack
20
*Do not add Brawn to this weapon's damage.
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